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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

    Inspiring
    July 17, 2015
    "vcaj" wrote:
    Description: Fence ReleaseSync

    Sorry, this appears to be a bug in our SDK. You may need to re-start the service to work around it. If this is a blocking issue, I would recommend sticking to the legacy integration until we get it resolved.
    New Participant
    August 6, 2015
    I have an application that is selectively working on the dk2 within editor. I never get the orange light to turn blue (hence no image) however I still get head tracking (DK2 is in Direct mode). Now, when I try to build it, it crashes everytime I run the .exe. I have installed the latest version of Unity (5.1.1p3), OculusUtilities, and my graphics driver. I have the VR support turned on in my player settings. I have tried previewing and building this application with the OVR package both in and out of my project, however, nothing has worked. Any tips or suggestions for getting this to run, both in my editor and in my build?
    Participant
    August 10, 2015
    "neuronaut" wrote:
    I have an application that is selectively working on the dk2 within editor. I never get the orange light to turn blue (hence no image) however I still get head tracking (DK2 is in Direct mode). Now, when I try to build it, it crashes everytime I run the .exe. I have installed the latest version of Unity (5.1.1p3), OculusUtilities, and my graphics driver. I have the VR support turned on in my player settings. I have tried previewing and building this application with the OVR package both in and out of my project, however, nothing has worked. Any tips or suggestions for getting this to run, both in my editor and in my build?


    +1 for this, I've got a similar setup and issue. My build doesn't crash, but acts the same as in editor - i.e. headtracking but no output to DK2. I've also just moved to Unity 5.1.2f1 with no change in this behaviour.

    Also, launching the demo scene from the Oculus service utility thingy just gives the Oculus Demo Scene Mirror window with a black screen, while the service utility claims that the headset display is on (despite there just being an orange light on the HMD).
    Inspiring
    August 10, 2015
    Can you guys provide these log files? viewtopic.php?f=34&t=23521
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    Participant
    August 10, 2015
    OK, since my last post I've tried this advice with some success:
    viewtopic.php?t=23695#p279983

    The first few times I tried that it didn't work, then it made the demo scene work but my game was still not being sent to the HMD, then it stopped working again, etc etc until eventually my game worked.

    Attached are my config and server logs from when it wasn't working. I've taken the liberty of trimming the server log down from ~25mb to the essentials - basically, there's the startup info, then everything until the end is repetitions of the same two errors. Those being:


    OVR Error:
    OVRTime: 19370.677985
    Time: 2015-08-11 00:04:19 [777:818:600]
    Code: -3006 -- ovrError_DisplayInit
    Description: No display attached to compositor.
    OVR Error:
    OVRTime: 19370.678136
    Time: 2015-08-11 00:04:19 [777:818:600]
    Code: -1006 -- ovrError_ServiceError
    Description: SubmitLayers failed


    I've stripped out all copies of that except the first 4 and the last 4, and left in the startup stuff. Basically it looks like the server is chucking out those errors every tick while the game's running.
    Inspiring
    August 11, 2015
    This is because your video card it too old. Only Nvidia GTX 600 series and above will be supported. Sorry.
    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
    New Participant
    August 12, 2015
    Is it possible to turn off the Head-Tracking and Rotation? I can't find any function for that.
    Inspiring
    August 12, 2015
    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
    August 18, 2015
    Hello,

    Regarding the latest legacy unity integration provided with the 0.6.1.0 release. It is not clear to me if this unity package is offered only for Unity 4.x release and is not for Unity 5.1 releases and above.

    This page states that it is for Unity 4: https://developer.oculus.com/downloads/ ... tegration/

    This one gives me some doubts (section "Changes to Unity Integration"):
    https://developer.oculus.com/downloads/ ... obile_SDK/

    For legacy project development, we currently offer a legacy Unity Integration package for use with Unity 4.6.7 and later. Please see our Unity documentation for more information.


    Does the "later" means also Unity 5.x releases too ? Sorry I am not trying to play with words, just trying to understand if there is a clear incompatibility with the 0.6.1.0 unity integration and Unity 5.1.x releases (I am using the 5.1.2f1).

    There is also this piece of code in OVRManager.cs (L22)


    #if !UNITY_4_6
    #error Oculus Utilities require Unity 4.6.
    #endif


    That allows only 4.6.x releases. So if there is a clear incompatibility with Unity 5.1.x releases and above could you please explain why, here or in the release changelog/documentation. Thanks!

    I'd really want to use the Unity 1st party support but as it is not as flexible (like no longer support per eye rendering effect) I can't and still rely on the legacy unity integration.

    So am I stuck on the release 0.6.0.1 ? I have strange errors like the screen turning black at some point (Galaxy S6) and would really want to upgrade to 0.6.1.0 to see if it still happens.

    Thanks for your help!
    Inspiring
    August 18, 2015
    If you want to use the legacy integration, then it's best to use Unity 4.

    If you are using Unity 5, the new native VR support is better (if you can work-around Unity 5 issues).
    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