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Inspiring
June 16, 2015

Unity 5.1 and the Oculus Integration (Official Info)

Howdy,

A lot of changes are occurring with Unity VR development quickly, so we wanted to be sure to give you a clear heads up about what is happening, when it will happen, and what it means for developers.

= Unity First-Party Support =

Unity 5.1 introduced first-party support for virtual reality, making it easy to substitute a stereoscopic VR camera for your main camera by selecting the "Virtual Reality Supported" check box in Player Settings. The initial release of v 5.1 provides support for the Oculus Rift only.

On June 12, Unity released version 5.1.0p1, adding Gear VR support. All developers wishing to update to Unity v 5.1 should select this release, which is available for download here:
http://unity3d.com/unity/qa/patch-releases

For details on implementing Unity's first-party VR support, see the Unity manual: http://docs.unity3d.com/Manual/VROverview.html.

= Unity 5.1 and the Oculus Integration =

Unity 5.1 first-party VR support is incompatible with legacy versions of the Oculus Unity Integration (versions 0.6.0 and earlier). Projects using legacy versions of the Integration will only work with Unity v 5.1 if the "Virtual Reality Supported" box in Player Settings is not selected. In that case, they should work normally.

Oculus will be shipping an update to our Unity Integration shortly. If you import the new Oculus Integration version into a legacy VR project, it will work normally with Unity 5.1.

Once you update to this version, our Integration will work for the Rift and Gear VR if "Virtual Reality Support" is enabled.

= Known Issues =

Moving to Unity 5.1 is a substantial upgrade for VR development, and we recommend carefully choosing your timeframe for making the update. There is always risk in moving early to a new major release that you may encounter problems related to VR performance or otherwise.

Please let us know about any issues you encounter in the Oculus Unity forums, and keep your eye out for updates.

We are currently aware of the following issues with 5.1:

• All moonlight scripts, including platform UI, CPU/GPU levels, and overlay, are currently incompatible with 5.1.0. Updated versions will come with 0.6.0.1. The following features will no longer work:
• MediaSurface
• TimeWarp sub-stepping (only supports 60, no longer 20 or 30)
• Linear lighting (sRGB) and eye texture MSAA currently don't work. This will be fixed in Unity 5.1.0p2.
• VR.VRSettings.renderScale has no effect on Android.
• There is currently no way to render separate content (stereo video) to each eye. This may come back in a future Unity version.

For release notes and known issues in Unity 5.1:
https://unity3d.com/unity/whats-new/unity-5.1
    This topic has been closed for replies.

    108 replies

    January 8, 2016
    I have a humble question.

    I understand that is very important to download and install the oculus mobile SDK. By installing, I think, they meant unzipping. Ok, but where in the process that sdk affects my Unity oculus apps ? Because the only package I needed to build a valid app was oculus utilities. I just imported utilies, made a scene, droped a OVRCamera or character, made first-party adjustement and here we are: a perfect functional oculus VR app.

    Why did I download oculus mobile sdk then ?
    Inspiring
    January 8, 2016
    "mirq" wrote:
    There are two versions of this tutorial: one in a pdf file and one in the site.
    Where did you get the PDF version? The only version we support is the one on the website (https://developer.oculus.com/documentat ... all-intro/). Our HTML tutorial should include everything you need, so there should be no need to watch outside videos or download projects.

    "mirq" wrote:
    a phone connected to Gear VR by a microUSB mother - father adaptor cable is not recognized by the Gear.
    Have you enabled USB debugging on the phone? It's under Options > Developer Options > USB debugging. If it has worked in the past, make sure it's plugged all the way in. Your cable may have gone bad.

    "mirq" wrote:
    It would be nice if during many rebuilds and debug of apps, some shouldnt always connect the phone into the gear
    This is possible via Developer Mode as documented here: https://developer.oculus.com/documentat ... p-outside/

    "mirq" wrote:
    I understand that is very important to download and install the oculus mobile SDK.
    Actually, you don't need to download the mobile SDK at all. Just enable "Virtual Reality Supported", add your oculussignature to the Assets/Plugins/Android/assets folder, and build & run for Android as described here: https://developer.oculus.com/documentat ... d-android/.
    January 9, 2016
    pdf version of the tutorial: http://static.oculus.com/documentation/ ... /unity.pdf


    about microUSB adapter: is there anybody that has managed to connect the phone to the gear device succesfully ? If yes, maybe my cable is not the right type (maybe I need an OTG cable), who knows something about this issue? Please share your knowledge.

    Oh, come on, don't even mention about usb debugging enabled, if I am here, that means I already installed many applications directly from Unity and not only on my phone. And by the way, a regular consumer 's phone doesnt need to be USB debugging enabled to use Ocullus Home app, right ?


    Good news for me with oculus developer mode. Pitty that gyro does't work in this mode. Or it works via phone's gyro ? Please let me know. That doesn't mean I am not doing my homework, I test in every way posible, but if some of you had already that experience, please share.
    New Participant
    February 28, 2016
    There is currently no way to render separate content (stereo video) to each eye. This may come back in a future Unity version.


    Does this have ETA? Thanks!
    Inspiring
    February 28, 2016
    That looks like an old quote. You can do this now.

    See here: viewtopic.php?f=37&t=1667&p=291935#p291935
    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
    March 15, 2016
    "cybereality" wrote:
    The following features will no longer work:
    • MediaSurface

    Is there any update to this? I can't find any information for using the MoviePlayerSample code in a Unity 5.3 environment?

    Thanks!
    Inspiring
    March 15, 2016
    Participant
    March 16, 2016
    "vrdaveb" wrote:
    See https://developer.oculus.com/downloads/ ... _Examples/.

    Thanks very much!