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Up and Coming
July 25, 2014

SDK v0.4 Discussion

Woo! SDK 0.4! Congratulations to the Oculus Dev Team! :D

I hope you're all having a well-earned break! I do however have a couple of questions for other devs:

Is anyone else having trouble getting a preview going in the Game View in Unity?

I have the runtime installed and everything works correctly when I build the standalone player, but the Game View is just blank gray and looks the same as if there were no cameras present at all. This is with the DK1.

IsHMDPresent() also doesn't seem to be functioning correctly at all when I don't have my DK1 connected. Anyone else having trouble with it?

Edit: I just wanted to go ahead and make sure the Oculus Dev Team knows that we really appreciate what they do!

Having worked with software ourselves I'm sure most of us know how horrible it can be when you work incredibly hard for a deadline and then there's immediate unexpected issues.

We're just all really excited about getting our projects updated and working for our imminent DK2s and want to help get all these bugs hammered out so we can all enjoy working with and playing with all the new DK2 features. :)
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    64 replies

    August 2, 2014
    ..does someone managed to let the playmode work?
    ... and why on the hellish megazord hell they freaking locked the resolution,the resolution\quality box and the fullscreen\window????????? we need those!
    ..also, i can't believe 2 billion dollars won't make some magician let the uber awesome clone mode working with the landscape\portrait issue.. just can't.
    i've spent a lot of time finding how to add a third camera to display a single unndistorted image on second screen with some resolution trick.. and they just blew it away by locking shit in unity. Damn.
    Let's hope they came up with something to let the others see outside what the heck is going on in the rift. :roll:
    August 2, 2014
    "jamboson" wrote:
    ..does someone managed to let the playmode work?
    ... and why on the hellish megazord hell they freaking locked the resolution,the resolution\quality box and the fullscreen\window????????? we need those!
    ..also, i can't believe 2 billion dollars won't make some magician let the uber awesome clone mode working with the landscape\portrait issue.. just can't.
    i've spent a lot of time finding how to add a third camera to display a single unndistorted image on second screen with some resolution trick.. and they just blew it away by locking shit in unity. Damn.
    Let's hope they came up with something to let the others see outside what the heck is going on in the rift. :roll:


    Yeh it does feel like a step backwards but I think has to do with the direct mode and 75 refresh rate they are aiming for (which is glorious when it works). We are also needing to get a second screen image with no distrotion etc so this has caused some head scratching.

    Anyway, you can get the resolution box back by doing 2 things. Going into preferences / Oculus VR and check/ uncheck the box (I think it's a bit bugged at the moment). This should enable you to re-enable the resolution box before you build. The 2nd way is to hold alt when you fire up the build exe. This will pop up the resolution box and you can fiddle with the settings.

    But yeh, hopefully some updates will smooth out these issues.
    Up and Coming
    October 6, 2014
    Yeah I can't get this working. It shows up in extended mode, though has no headtracking and everything looks as though its not detecting the rift, the box for detection is ticked.

    Is anyone able to post updated guide to getting this to work because its beyond me right now.
    CPU: Intel i7 4770k 3.8ghz (water-cooled) | GPU: G1 980ti 6gb | G.Skill Ripjaw's 16GB DDR3 1600mhz | 28" Samsung LED 4k monitor (60hz display port) )
    Inspiring
    October 8, 2014
    "michealv" wrote:
    Yeah I can't get this working. It shows up in extended mode, though has no headtracking and everything looks as though its not detecting the rift, the box for detection is ticked.

    Have you installed the latest Oculus Runtime? It is required to get tracking data.

    "mattratcliffe" wrote:
    We are also needing to get a second screen image with no distrotion etc so this has caused some head scratching.

    There are 3 workarounds for this, but none of them are ideal:
    1) Render another window from a native plugin. You will have to set up the window and D3D device to draw a full-screen quad with a texture rendered by Unity.
    2) Use networking and add a spectator instance that renders the additional view.
    3) Downgrade to 0.3.2 and stop the OVRService.

    If you can wait several weeks, there may be better options coming. Eventually, it will be possible to render whatever you want to the main window without affecting what's on the Rift.