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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.
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    16 replies

    Inspiring
    July 8, 2015
    Yes, for the 980 ti you need the new driver.
    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 12, 2015
    Hi, FYI, I had mentioned previously that "Build and Run" doesn't always work. What is happening is that the Rift display isn't turning on, and the FPS is really low when the scene plays on the monitor (Like 1 FPS). What I discovered is that if I manually run the executable, it works. So there seems to be some kind of Unity bug that causes a problem when Unity launches the executable.
    Participant
    July 13, 2015
    Hello, I'm having the same problem weasel47 described

    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've got things to work in the headset previously by building a "_directToRift" executable (which seemed to get built automatically after I checked edit>>preferences>>oculus>>optimise). But now that I'm trying to use the FirstParty support, the "directToRift" doesn't get built and I don't know how to create it manually, or if that's even necessary.

    In the config utility, the Rift Display Mode is set to "Direct to HMD", head tracking seems to work and I get an image on the monitor, just nothing in the headset.

    EDIT - Maybe I should mention that the image on the monitor is a single full-screen image, rather than the two little windows for each eye that the monitor would normally render.
    Inspiring
    July 13, 2015
    If you are using the new first-party support, you won't have the DirectToRift.exe (or need it).

    The image on the monitor is a single 2D image now (not doubled or distorted).

    The only part that is strange, is that the image doesn't show on your Rift.
    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
    Participant
    July 13, 2015
    Thanks for confirming that.

    The oculus is working fine with another game (the Colosse demo), so I don't think its got much to do with my monitor setup. I updated everything yesterday:

    Nvidea GTX 560 Ti with the suggested drivers 350.12,
    Unity v5.1.1.1 (I'm just downloading v5.1.1.4 to test it)
    Oculus SDK and config utility 0.6.0.1.

    I wondered whether there were any settings I should be looking at changing in Unity apart from the projectSettings>>player>>other>>VRsupported ?

    I can't think of anything else to try at the moment (besides trying to work with the old UnityIntegration package, which I can't find online atm and seems like a bad route to go down).

    EDIT - I should mention that the headset is blank (but headtracking works) in the Unity editor when I test the game, so basically the same behaviour as when I build.
    Inspiring
    July 13, 2015
    I'm not sure a 560 ti is even supported, I believe you need Kepler or above.
    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