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Participant
November 23, 2014

Toggle Oculus DK2 on later in the program?

I have a mostly finished "app" where people can build their own area and then check it out. I'm having a little trouble figuring out how to enable the DK2 mid way through the program... With the DK1 I can just mirror the screen and enable the cameras whenever I like but it seems like the DK2 doesn't like the OVR Manager being turned on and off more than once...

Has anyone else run into this issue?

Edit: Is there anyway to get Unity to display the app on the main screen and the oculus output on the oculus?
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    8 replies

    Up and Coming
    November 25, 2014
    +1

    It was all so easy with DK1 :(
    BLACKISH (Games) | GameAssets.net (Assets)
    Participant
    November 26, 2014
    "Finstern" wrote:
    I have a mostly finished "app" where people can build their own area and then check it out. I'm having a little trouble figuring out how to enable the DK2 mid way through the program... With the DK1 I can just mirror the screen and enable the cameras whenever I like but it seems like the DK2 doesn't like the OVR Manager being turned on and off more than once...

    Has anyone else run into this issue?

    Edit: Is there anyway to get Unity to display the app on the main screen and the oculus output on the oculus?


    Can you no longer do this through swapping scenes?
    Up and Coming
    November 27, 2014
    what do you mean? if I change scene I'm not at the same point anymore. I want to be able to toggle VR on and off at any point, just like I could with DK1!
    BLACKISH (Games) | GameAssets.net (Assets)
    Up and Coming
    November 27, 2014
    I've looked into this, too. Unity does not allow multi window applications, therefore sadly it's not possible to make an application with oculus+normal display. Hopefully later with the direct unity integration and the rift direct mode this can be possible.
    ______________________ mySite www.darkfield-vr.com
    Inspiring
    November 28, 2014
    Remove the OVRmanager from all the OVRcamerarig of your scene,than add ONLY one ovrmanager to a completely different and random object.

    This should works.
    MIND LABYRINTH VR DREAMS MIND UNLEASHED
    FinsternAuthor
    Participant
    November 30, 2014
    "welby" wrote:
    Remove the OVRmanager from all the OVRcamerarig of your scene,than add ONLY one ovrmanager to a completely different and random object.

    This should works.


    I've tried this with the latest sdk version and it just freezes the program...
    Inspiring
    December 5, 2014
    If you rename OVRManager.Start to OVRManager.OnEnable, it should make it safe to disable and enable OVRManager at runtime. When it's disabled, you can use a plain Camera to render without VR.
    New Participant
    December 16, 2014
    Also interested in this. I can toggle the camera rig perfectly fine, but I can't make Unity use the oculus display device as opposed to my main monitor. You can kinda fake this in extended mode using windowed standalone and resizing and moving the window.. :P