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Inspiring
June 9, 2015

Unity 5.1 first-party VR support

Unity version 5.1 adds first-party VR support that enables a stereoscopic VR camera for the Oculus Rift with the simple selection of a "Virtual Reality Supported" checkbox in Player Settings. We are extremely excited by this big step!

Over the next few weeks, this feature will be expanded to provide first-party VR support for the Samsung Gear VR as well as the Oculus Rift. Oculus will also provide an updated version of the Unity integration to allow legacy VR projects to work seamlessly with new Unity's VR support.

For now, developers are free to upgrade Unity to version 5.1. If you have a project that already uses our Unity integrations (v 0.6.0 or earlier), leave Unity first-party support deselected, and continue to develop as before. Stay tuned for developments!
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    29 replies

    Up and Coming
    June 10, 2015
    Excellent
    Inspiring
    June 10, 2015
    Great to see this, and to know what's coming. Thanks Cyber!
    Titans of Space PLUS for Quest is now available on DrashVR.com
    Inspiring
    June 10, 2015
    I've just seen that they told with the 5.1 it's impossible to render with linear space(at least for now),which i'm using..

    So if i'm still using the 0.6.0 SDK and Virtual reality unchecked i shouldn't have issues,right?

    I'm asking and not just testing because i can't have my DK2 here and i'd like to know before i'll be able to test!
    MIND LABYRINTH VR DREAMS MIND UNLEASHED
    Up and Coming
    June 10, 2015
    This is great news, thank you! The changes to shadows etc. so helpful.
    j.j. morris - tekrok - https://share.oculus.com/app/tekrok
    Inspiring
    June 10, 2015
    @welby: You don't have to use the built-in support if you have specific issues. The integration package will still work.
    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
    June 12, 2015
    Unity has released a patch 5.1.0p1 that adds Gear VR support to version 5.1. For now, projects using our plugins should still leave "Enable Virtual Reality" deselected in Player Settings.

    The patch is available for download here:
    http://unity3d.com/unity/qa/patch-releases
    Inspiring
    June 12, 2015
    "zenshin" wrote:
    Unity has released a patch 5.1.0p1 that adds Gear VR support to version 5.1. For now, projects using our plugins should still leave "Enable Virtual Reality" deselected in Player Settings.

    The patch is available for download here:
    http://unity3d.com/unity/qa/patch-releases


    But if we're using the integration package we'll still get all the optimizations made by Unity 5.1?
    MIND LABYRINTH VR DREAMS MIND UNLEASHED
    Inspiring
    June 12, 2015
    You should use the Unity 5.1 first-party support to get all the new optimizations. In any case, the linear space bug is already fixed and will be available very soon in a future release.
    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 15, 2015
    Baked lightmaps stopped working on GearVR (Note4 KitKat) as soon as I updated to 5.1p1 (they still work as expected in the editor), and performance has roughly halved. I never enabled Virtual Reality Supported and just kept the Oculus integration files in place. Rebuilding lightmaps didn't help (though it did change everything from fullbright to pitch black for some reason).
    Scorched Battalion - VR Jam edition available for Gear VR and DK2 (Win/Mac/Linux) Jungle Juice Sven Co-op
    Up and Coming
    June 15, 2015
    Is there any way we can get back some of the input settings from the Unity 4 plugin. It seems like I cannot disable mirrored mode with M now (it's cool that it's unwarped and all but I liked this feature), I can't enable and disable low persistence mode with f1, there appears to be no comfort mode turning mapped to rb and lb on the xbox controller, the first person controller is not as well mapped as it once was. I could adjust height, gravity settings, all kinds of things from within the ovrplayeecontroller before also which I liked. I liked how everything was just taken care of before so I could focus on other things. It just seems a lot harder to use now even though I appreciate the idea of it being integrated. I have the newest 5.1 update which I was messing with earlier today.