The "Player" settings...
Ok, so at first I was scratching my head as to why in the world that little launcher wouldn't come back no matter what I did since I went up to 0.4.0. Problem being, for the most part, that I count on that launcher for my input settings. I have the capability of offering dual stick controls, so it's kind of great to have.
Now, I finally got what this ShimLoader script was doing - not the easy way - I recently lost my project's unity database (ProjectSettings, Library, etc) and had to rebuild; prior, the preference setting for some inexplicable reason would always be true while the "optimize for rift" box was unchecked. Sure enough at first I would re-enable the player not minding to notice it would snap back via the ShimLoader script. Finally having noticed the setting snap back, before the repair I commented out the ShimLoader lines that would snap the setting back... not optimal. After the repair the checkbox worked normally and I could get my launcher without touching the OVR scripts.
Now... what we want ultimately is the OVR optimized build WITH launcher. Why? Input. Us one man shows have a severe time squeeze and we don't always get to make an in-game input menu - it' s just a plain reality. We kind of rely on that little input tab that's pre made and ready to go.... but I understand where Oculus stand: between a rock and a hard place that sucks. I can't build one that produces a launcher that offers only the one correct resolution. This thing really wants to give the user variety that will cause things to not work at all.
The key here is to get the launcher back on by default, with a mod that forces it to only offer one res. So far no luck, so I guess that's why Oculus opted to diable it. Can't blame you, but we're a little stuck too here. Hope it can be resolved on the long run.
Now, I finally got what this ShimLoader script was doing - not the easy way - I recently lost my project's unity database (ProjectSettings, Library, etc) and had to rebuild; prior, the preference setting for some inexplicable reason would always be true while the "optimize for rift" box was unchecked. Sure enough at first I would re-enable the player not minding to notice it would snap back via the ShimLoader script. Finally having noticed the setting snap back, before the repair I commented out the ShimLoader lines that would snap the setting back... not optimal. After the repair the checkbox worked normally and I could get my launcher without touching the OVR scripts.
Now... what we want ultimately is the OVR optimized build WITH launcher. Why? Input. Us one man shows have a severe time squeeze and we don't always get to make an in-game input menu - it' s just a plain reality. We kind of rely on that little input tab that's pre made and ready to go.... but I understand where Oculus stand: between a rock and a hard place that sucks. I can't build one that produces a launcher that offers only the one correct resolution. This thing really wants to give the user variety that will cause things to not work at all.
The key here is to get the launcher back on by default, with a mod that forces it to only offer one res. So far no luck, so I guess that's why Oculus opted to diable it. Can't blame you, but we're a little stuck too here. Hope it can be resolved on the long run.
