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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
    October 1, 2015
    Strange. Can you try with Unity 5.1.3p2, the latest version that's fully working in VR?

    I'd also be interested in there are any errors in the console, or tracking errors in the server log.

    viewtopic.php?f=34&t=23521
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    October 1, 2015
    "cybereality" wrote:
    Strange. Can you try with Unity 5.1.3p2, the latest version that's fully working in VR?

    I'd also be interested in there are any errors in the console, or tracking errors in the server log.

    viewtopic.php?f=34&t=23521


    Isn't the lastest verison 5.2-?

    Inspiring
    October 1, 2015
    "cybereality" wrote:
    Can you try with Unity 5.1.3p2, the latest version that's fully working in VR?

    Meaning that the most recent version that works is not necessary the last version that was released.
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    October 1, 2015
    "cybereality" wrote:
    "cybereality" wrote:
    Can you try with Unity 5.1.3p2, the latest version that's fully working in VR?

    Meaning that the most recent version that works is not necessary the last version that was released.



    Ah ok. I assumed it was because of the change-logs mentioning 0.7 changes in this latest version of Unity, it was what I needed to get to work with the DK2




    I will revert back to 5.1.3p2 and try and see if positional tracking works then.
    Inspiring
    October 1, 2015
    Also, did you see my other questions about the Unity console and OVRServer log?
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    October 1, 2015


    I reverted back to 5.1.3p2 and now VR mode isn't working at all with my rift plugged in D:




    There is the log error in Unity. Can I PM you Cyber?
    October 1, 2015
    Ah reverting back to the 5.2- worked and unplugging and reinstalling ALL of the Oculus downloads worked. I'm noticing that my games scale isn't fit for the default positional tracking is there a way to turn up the positional tracking sensitivity in unity?

    (Other-wise I will have to scale my entire game world size down to tiny world size so the positional tracking will let you lean all the way in)

    https://i.gyazo.com/7f883147c46b597548945f78535e1d70.mp4
    ^there I had to scale my knight down to the size of an ant just to test positional tracking.
    Inspiring
    October 1, 2015
    You could also scale the camera size up, just mentioning. (Apparently you may need to put it inside an empty game object and scale that.)
    Scorched Battalion - VR Jam edition available for Gear VR and DK2 (Win/Mac/Linux) Jungle Juice Sven Co-op
    Inspiring
    October 1, 2015
    The OVRServer log I asked for may give a clue as to why the Oculus service is failing (if that's the problem).

    Also, you should try to keep your assets at the correct scale (which for Unity is 1 unit to 1 meter, I believe). If your art is at a weird scale, it will make tracking and stereo IPD incorrect, as well as mess with physics and other things that rely on this scale being 1:1.
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    Participant
    October 2, 2015
    "vrdaveb" wrote:
    QualitySettings.antiAliasing and VRSettings.renderScale (>1) map to exactly the same values that were set by OVRManager.eyeTextureAntiAliasing and OVRManager.nativeTextureScale. I just tested them here and they seem to work. Are you maybe using deferred rendering? Do they work in a fresh project with no special scripts present?


    Thanks for your response.
    We use the Forward Rendering Path. AA works fine, and Renderscale somewhat works, but the result is different than before. We have huge planes with textures on it in our application and the visual quality of those textures (with the same settings as posted above) was better in the 0.5 Unity SDK. Those textures are high-res. They appear to be sharper/crisper in the old Version. We got rid of the moire effect (which appeared on some textures) effect using higher NativeTextureScale. This does not work in the new Version anymore.

    I attached a screen of our old settings. If Renderscale and AA work the same, maybe the (Default) Eye Texture Format or Eye Texture Depth changed in the new Unity Integration?

    OVRSettings.JPG
    Writer for Bloculus.de the German Virtual Reality Developer Blog Professional software developer for VR, Collector of old Gaming Hardware