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Participant
January 7, 2014
Just to put this out there, you can license Unity Pro for only like 75 bucks a month, worth it if you ask me.
Inspiring
January 7, 2014
"johnrossitter" wrote:
Just to put this out there, you can license Unity Pro for only like 75 bucks a month, worth it if you ask me.

Only problem is that you have to pay for 1 year up-front, making the initial cost still pretty beefy.
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
January 10, 2014
"cybereality" wrote:
"johnrossitter" wrote:
Just to put this out there, you can license Unity Pro for only like 75 bucks a month, worth it if you ask me.

Only problem is that you have to pay for 1 year up-front, making the initial cost still pretty beefy.


The way that I read it is that the subscription is for a minimum of 1 year but it doesn't sound like you have to pay for the full year up front.
Inspiring
January 11, 2014
My fault. They must have changed the terms. It's now a legit monthly fee. Sorry.
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
February 15, 2014
I don't get the whole uproar....the Rift is not something that Unity licensed for the pro version, like the Beast, just to name one. They didn't go to OVR and told them "hey, let's put your support in the pro version". There is a feature in Unity pro that is required to run the Rift support, that's the pure and simple issue.

Is the mentality of not modifying things that brought Microsoft to become a mogul; and everyone was against it...now that we have tools that are more lenient, people complain when others find workarounds. Honestly, if I have to spend 1500 dollars every 2 years, to have just the Rift supported, it takes me less to write my own application outside Unity (obviously the value in the pro version is undoubtable; but as extreme case, picture a guy that JUST wants his Rift supported, nothing else.). The workaround was illegal since it was breaching the EULA for Unity, allowing to use a feature that is pro only, trough a loophole; nothing to do with anything else or the Rift itself.

At the same time, it is pretty easy to find cracked version of the pro version; and usually when consumers gets their plans thwarted, they often go to illegal means to achieve their goals. Not justifying the fact that people use cracked versions; but with certain behaviors, you kinda push people to that route. I've seen people using the cracked version until was time to release; then they would download the free version and activate the 1 month free pro; compile and distribute the game with the pro features, and then buy the pro license, once their product starts to sell. This is breaching the license too, but it doesn't seems to bother Unity at all...in the end they get their money for the pro license anyway (which seems to be what matters everywhere: you want to make profit).

I would not be surprised to see Unity supporting the Rift in the editor of the free version soon after the release of the final consumer kit of the Rift. I may be wrong thou....took forever to get support for 3d mice and similar peripherals after all.
Participant
March 2, 2014
I make Oculus SDK for Unity Free, OVRAgent.

- Modify Oculus SDK for Unity 0.2.5c.
- RenderTexture is replaced Texture2D.ReadPixels.
- DLL functions is replaced external EXE & UDP Connection.
- Now supported Windows platform only.
- Require "Use DirectX 11" ( DirectX 9 is slowly )
Up and Coming
March 2, 2014
Is there a set-by-step guide of getting this to run? I imported the package however experienced numerous compiling issues? Thanks in advance!
Participant
March 3, 2014
"Nora" wrote:
I make Oculus SDK for Unity Free, OVRAgent.

- Modify Oculus SDK for Unity 0.2.5c.
- RenderTexture is replaced Texture2D.ReadPixels.
- DLL functions is replaced external EXE & UDP Connection.
- Now supported Windows platform only.
- Require "Use DirectX 11" ( DirectX 9 is slowly )


Thanks. Is OS X/Linux support on it's way, or is it a Windows-only thing? I'd love to help out, but I'm kind of busy right now...
Participant
March 3, 2014
> space123321
> Is there a set-by-step guide of getting this to run? I imported the package however experienced numerous compiling issues? Thanks in advance!
This package is used the same way as the original OculusUnityIntegration.unitypackage. I are marked in readme_en.txt caveat some. And I'll try together separate tutorial.

> daatgaming
> Thanks. Is OS X/Linux support on it's way, or is it a Windows-only thing? I'd love to help out, but I'm kind of busy right now...
I'm currently creating a Mac version. However, performance might be worse than the Windows version.
Up and Coming
March 3, 2014
Thanks for the reply - not sure what I m doing wrong - as soon as I import the package into Unity I receive various compiling errors with each of the scripts attached to the OVRplayer controller, ovrgamepad controller, ovrmain menu, etc.