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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

    New Participant
    June 19, 2015
    5.1.1p1 will have the linear lighting fix (should be out today I think). 5.1.1 is the same as 5.1.0p1 + some emergency web fixes
    Inspiring
    June 19, 2015
    Thanks for the update, thep3000.
    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
    Inspiring
    June 25, 2015
    "ridoutb" wrote:
    What is the recommended method for achieving a scaled down effect similar Lucky's Tale?

    Previously, I've changed the IPD or scaled the OVR camera. If I move to the native Unity VR support, will I lose access to these methods?

    Is there a best practice for this? Does anyone know what Playful is doing?

    I'd like to know this, also.
    Scorched Battalion - VR Jam edition available for Gear VR and DK2 (Win/Mac/Linux) Jungle Juice Sven Co-op
    Inspiring
    June 26, 2015
    "Svenviking" wrote:
    "ridoutb" wrote:
    What is the recommended method for achieving a scaled down effect similar Lucky's Tale?

    Previously, I've changed the IPD or scaled the OVR camera. If I move to the native Unity VR support, will I lose access to these methods?

    Is there a best practice for this? Does anyone know what Playful is doing?

    I'd like to know this, also.

    Attach the camera to an empty GameObject and then scale this GameObject way up.
    Participant
    June 29, 2015
    Hello!

    I recently upgraded from Unity 4.6 to Unity 5.1.1,
    Everything works fine with the rift (runtime v0.6.0.1) and the leap motion (core assets 2.3.1) when I run/edit the game inside Unity. It is fantastic! But I'm facing trouble with my built scenes:

    When I launch a game (double click mygame_directToRift.exe or mygame.exe) the stereoscopic view is not good in the rift.
    Is there any change I should be aware of about building with Unity 5 and the dk2? I guess I'm missing a box to check!

    Thanks in advance for your interest!
    Have a great day,
    A
    Inspiring
    June 29, 2015
    If you are using Unity first-party support (meaning you checked the "Virtual Reality Supported") then you SHOULD NOT be using the Oculus integration package. They won't work together. With first-party support there will just be one exe and it should open on the Rift by itself.

    However, if you still want to use the Oculus integration, you can, you'll just need to make sure "Virtual Reality Supported" in un-checked (it's in the player settings) and you may have to make a few code changes to get it to compile.
    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
    June 29, 2015
    Thanks cybereality!
    As far as i know (i admit im a newbie) i didnt import the unity integration package in my project. What i do in Unity is to check the box Virtual Reality Supported as soon as i start my project and then the main camera does what the OVR prefabs used to do before. BUT, when i import the leap motion package (core assets 2.3.1) it also imports OVR folder in the assets. So maybe this is where the trouble comes from? Or maybe i just dont understand aha!
    Peace out!
    Inspiring
    June 29, 2015
    Yeah, maybe the Leap files are messing things up.

    I believe it should be safe to just delete any OVR files that are imported.
    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
    June 29, 2015
    "cybereality" wrote:
    Yeah, maybe the Leap files are messing things up.

    I believe it should be safe to just delete any OVR files that are imported.


    Thanks! I deleted ovr folder loaded by the leap motion core assets and everything is fine now!
    Up and Coming
    June 29, 2015
    "alecz" wrote:
    "cybereality" wrote:
    Yeah, maybe the Leap files are messing things up.

    I believe it should be safe to just delete any OVR files that are imported.


    Thanks! I deleted ovr folder loaded by the leap motion core assets and everything is fine now!


    The OVR plugin in our Core Assets is for the Oculus 0.5.0.1 software + Unity 5.0. Since the latest version of Unity introduced a different OVR plugin structure, we're working on getting a new build of Core Assets out that works with both. In particular, since the VR cameras are now treated differently, we've been working with Unity to get the infrared passthrough working properly. I'll post again once the assets are out :D
    Head writer @ Leap Motion