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Inspiring
April 15, 2014

SDK v0.3.1 Unity 4 Pro Integration discussion

New topic. Oculus SDK v0.3.1 Preview Unity 4 Pro Integration general discussion.

What are your thoughts? My initial impression is that I like how the FOV edges fade/blur off. But after playing in tuscany for a little bit, I'm noticing slight distortions on lines that I should perceive as vertical, but do not while rolling my head left and right.
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    32 replies

    Up and Coming
    April 22, 2014
    "cybereality" wrote:
    @excelynx: I have filed a bug for the image effect / black screen issue.


    Thanks, cybereality! I really appreciate you looking into it and the effort you're putting into fixing all the issues with the preview. :)

    I haven't been able to nail down exactly what the cause is, but I can consistently repro it in my test scene. If I have a scene saved with an OVRPlayerContoller that works (i.e. dropping Tonemapping or other Image Effects onto one of the two cameras doesn't break that camera) and then delete the OVRPlayerController, drag a new one in from the prefab - that new one is then broken (the Image Effects black out the camera). They're otherwise identical. The only thing I could think of is that there might be a value that's getting serialized or saved somewhere behind the scenes that shouldn't be. I don't know if that helps any.
    VisiR - Virtual Reality Music Visualisation
    Up and Coming
    April 22, 2014
    Has anyone tried to get any NGUI and or Daikon Forge working? I messed with it for a few minutes and noticed rendering to a texture the old way was broken. I was going to spend some time with it this weekend to see how things go.
    Inspiring
    April 23, 2014
    Yikes.. wish I read this thread before trying it out.

    Took me about 2 hours to figure out it was the image effects blanking the camera. I finally got it running, but for some reason 1 eye was lower than the other and my framerate was hovering around 40 instead of 60. Even after deleting my player controller and placing the new one in. Ain't nobody got time for dat.

    The OVRdevice script also seemed to delete itself from my original camera controller and add an extra OVRcamera to the left eye.

    Hopefully by release I can just do a simple replace as it's will be a huge pain for me to go into every scene replace the prefabs, reattach all of the image effects etc, then change all of the references in my code to point to the new instances.

    Wish I could devote more time to testing for you, but I'm trying to develop my own software :P
    IRIS VR - TECHNOLUST - KERSER - BODY/MIND/CHANGE - QUANTUM CAPTURE - OCCUPIED VR
    Up and Coming
    April 28, 2014
    So has anybody been able to successfully integrate the new sdk into their project yet?

    I was holding off from diving in until I heard something more encouraging but I'm really itching to check out Carmack's new work. ;)
    sh0v0r
    Up and Coming
    April 29, 2014
    "vajra3d" wrote:
    So has anybody been able to successfully integrate the new sdk into their project yet?

    I was holding off from diving in until I heard something more encouraging but I'm really itching to check out Carmack's new work. ;)


    The Time Warping is not currently supported in the Unity SDK, I think it requires lower level acces to the renderer which isn't exposed. I'm guessing they will have to get Unity to open some thing up which most likely will require a new version of Unity as well? I'm sure there is a plan to address this, I doubt they would have went down this path without knowing how it was going to be solved for Unity.

    I managed to get it working in my ZVR demo but it was a troublesome process and the end result looks worse and runs slower. It is a 'preview' release I think it's best to either create a test project to play around with it to see some of the new features but I would hold off integrating it into your project just yet.

    I can't use it for Lunar Flight as it doesn't allow for multiple layered OVR camera controllers yet, Lunar Flight uses one for the cockpit and one for the world.
    Up and Coming
    April 29, 2014
    Thanks for the info sh0v0r... I appreciate that. I was totally unaware of the timewarp code not being available. I'm definitely going to hold off for the next update then.

    BTW, If anyone else is interested in checking out Carmack's new timewarp stuff then you may want to watch this video from eVRydayVR which does an excellent job of covering it:

    http://www.youtube.com/watch?v=AfXDQMLdJLo
    Up and Coming
    April 30, 2014
    Accessing the Acceleration data crashes Unity. It seems the number of arguments has changed between versions...

    Also +1 for Eye Position/Root Position not doing anything. Neck position still works.
    Inspiring
    April 30, 2014
    "zalo" wrote:
    Accessing the Acceleration data crashes Unity. It seems the number of arguments has changed between versions...

    Can you post the line of code that you are using that causes the crash?
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Up and Coming
    May 1, 2014
    OVRDevice.GetAcceleration(ref x, ref y, ref z);
    Inspiring
    May 1, 2014
    Thanks, I've filed a bug report.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV