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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

    Up and Coming
    August 19, 2015
    Ok thanks, so the Legacy integration is not officially compatible with Unity 5.

    After importing the Oculus utilities in Unity 5, I can see that it provides all the C# scripts and OVR prefabs needed to work around the 1st party Gear VR support. So I guess this is the way to go on Unity 5 currently, thanks!
    Up and Coming
    August 27, 2015
    "cybereality" wrote:
    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).


    Hello. I just got Unity 5 but one thing I can't seem to figure out is how to get the right first person controller working. My head is not syncing up with my body movement. If that makes sense.
    Inspiring
    August 27, 2015
    Please download the Oculus Unity Utilities and use the OVRPlayerController as a base to modify.
    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 29, 2015
    Is Unity 5.1.1p3 still the recommended version to use with Oculus Rift 0.7 Runtime? The latest Unity is 5.1.3
    And is there someone I should look to keep updated on the recommended Unity version to use?

    Thanks
    http://www.quitenice.co
    Inspiring
    August 29, 2015
    Yes, there is a recommended version thread here: viewtopic.php?f=37&t=25882
    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
    August 30, 2015
    But from what i can see the Oculus utilities are still 0.1.0 beta,so the 0.7.0 SDK is not available yet for the builted-in VR of Unity?
    MIND LABYRINTH VR DREAMS MIND UNLEASHED
    Inspiring
    August 30, 2015
    With the Unity 4 Integration, the package version determines which SDK is used. Integrations 0.6.0 and 0.6.0.1 both used PC SDK 0.5.0.1, which is no longer supported by runtime 0.7.0 and up. Integrations 0.6.0.2 and 0.6.1 use PC SDK 0.6.0.1, which works fine with runtime 0.7.0. Within the next few weeks, there will be a new Unity 4 integration that actually uses the 0.7 SDK, but it won't be much different from 0.6.1 in terms of PC support. The main improvements will be on the mobile side.

    With Unity 5's built-in VR support, the Unity version determines the Oculus SDK version (PC and mobile). Unity is planning to release a 5.1 version that uses PC SDK 0.7.0 in the next week or two. Again, this won't have much impact on the API or behavior.
    Inspiring
    August 30, 2015
    "vrdaveb" wrote:
    With the Unity 4 Integration, the package version determines which SDK is used. Integrations 0.6.0 and 0.6.0.1 both used PC SDK 0.5.0.1, which is no longer supported by runtime 0.7.0 and up. Integrations 0.6.0.2 and 0.6.1 use PC SDK 0.6.0.1, which works fine with runtime 0.7.0. Within the next few weeks, there will be a new Unity 4 integration that actually uses the 0.7 SDK, but it won't be much different from 0.6.1 in terms of PC support. The main improvements will be on the mobile side.

    With Unity 5's built-in VR support, the Unity version determines the Oculus SDK version (PC and mobile). Unity is planning to release a 5.1 version that uses PC SDK 0.7.0 in the next week or two. Again, this won't have much impact on the API or behavior.


    Thanks a lot for all the detailed infos! This is everything i wanted to know :D
    MIND LABYRINTH VR DREAMS MIND UNLEASHED
    Participant
    August 31, 2015
    "cybereality" wrote:
    • There is currently no way to render separate content (stereo video) to each eye. This may come back in a future Unity version.

    Any news on this? This is a feature needed, when you want to use 3D content combined with stereoscopic panoramic content.
    Inspiring
    August 31, 2015
    With Unity 5.1.2p2 and up, there is a new property in the Camera inspector called "Target Eye". You can use it to make the Camera target just the left eye, just the right eye, or both. It is an advanced feature and I would only recommend using it to draw the actual stereo materials. For example, you would probably want to set up 3 cameras: 1 for most of the world with depth = 0, clear flags = skybox and target eye = both; 1 for each eye with depth = 1, clear flags = depth only, and target eye = left or right.

    By the way: in the future, we will make optimizations that only work for Cameras that target "Both" eyes. When we do that, there will probably be a shader constant that tells you which eye is rendering.