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New Participant
June 29, 2015

Unity 5.1.1, no 3D in Rift for builds

Hi,

Using Unity 5.1.1, Oculus SDK 0.6.0.1.

The Editor game window shows a single view, the rift shows nice stereo view. No problems.

When I run the build, I see a single camera with my game on the PC display, and the rift shows just the warning. There is no 3D visible on the Rift. If I click the screen the warning disappears but I still don't see the 3D. I tried adding the runtime parameter -vrmode oculus, to no avail.

Thanx,
Nir.
    This topic has been closed for replies.

    16 replies

    Inspiring
    June 29, 2015
    If you are using the Unity first-part support (meaning you checked "Virtual Reality Supported") then you SHOULD NOT use the Oculus integration as it may conflict. Can you try making a fresh project without any Oculus files and see if it works at all?
    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
    hermonirAuthor
    New Participant
    June 30, 2015
    Thanks for your reply.

    I tried building with a test project, nothing but primitives. Here is the project with screenshots of my Unity and Oculus versions:

    http://we.tl/HFUcAkbuVk

    Editor runs fine. Build does not show any 3D, not even the warning, and crashes if I click the screen.

    My setup:
    HP Envy DV-6
    16 GB RAM
    Windows 8
    GeForce GT630M
    Inspiring
    June 30, 2015
    I'm having a similar issue with my project. Everything is ok in the Editor, but my standalone build doesn't send an image to the Rift. Head tracking works (for the image on my monitor) but the Rift's LED stays amber-colored and the screen stays dark.

    I'm using 5.1.1p1.

    Edit: never mind. After restarting my computer a few times, it's working now.
    Inspiring
    June 30, 2015
    @hermonir: I tested your files, and they were working for me. At first the VR was not kicking in inside the editor (either tracking or stereo) but I just uncheck "VR Supported" pressed play, waited a few seconds, stopped, re-checked "VR Supported", and then it worked. Built an exe, and it worked the first time.

    Maybe there is something on your computer that is conflicting with the Rift. I noticed your Config Util says "No Tracker Detected" so that is somewhere to start looking. Could be USB cabling/port issue. I would switch USB ports, get a new USB cable, try a USB powered 2.0 hub.
    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
    hermonirAuthor
    New Participant
    July 2, 2015
    There is no tracker detected because the tracker camera is not connected. Could this be the cause of the problem? I've worked like this for a few months now on previous versions of Unity / Oculus, without problems.
    Inspiring
    July 2, 2015
    That doesn't look like that issue. I was able to play a Unity 5.1 build without the camera attached and it was fine.
    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
    July 7, 2015
    "weasel47" wrote:
    I'm having a similar issue with my project. Everything is ok in the Editor, but my standalone build doesn't send an image to the Rift. Head tracking works (for the image on my monitor) but the Rift's LED stays amber-colored and the screen stays dark.

    I'm using 5.1.1p1.

    Edit: never mind. After restarting my computer a few times, it's working now.


    I'm having the same issue, but it isn't consistent. Sometimes the build works fine in the Rift, other times plays in on the monitor, but the Rift remains dark. Like weasel57 mentioned, It works on the Rift when I play in the editor, but not when I "Build and Run". I restarted my computer and it didn't resolve this problem. I'm using Windows 8.1, Unity 5.1.1f1 and sdk 0.6.0.0.
    Inspiring
    July 7, 2015
    @hermonir: Sorry, I should have noticed, the GeForce GT630M is too old and likely won't work. Laptops in general are problematic, and Nvidia cards pre-Kepler are not supported. That may be part of your issue.

    @gowgow: What GPU are you using?
    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
    July 8, 2015
    Hi, I'm using a GTX 980 ti Nvidia driver 353.30
    Up and Coming
    July 8, 2015
    i updated to 0.6.0.1 and sometimes "build and run" is now working on the Rift. Sometimes the app launches on the monitor only and runs at around 1 frame per second. Sometimes the app launches on the monitor only and runs at normal speed.

    There seems to be no rhyme or reason to the behavior. Also I tried downgrading my nvidia driver to the recommended 350.12 but these evidently doesn't work with the 980 ti. I get a message about no compatible hardware found. ??

    I'm having a blast working in Unity but wish I didn't have these issues. Thanks.