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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

    Participant
    July 15, 2015
    Is it true Oculus no longer supports older nvidia pre 600 series cards that were working perfectly (at least for me)? If so, can you provide steps to show how to use Unity with these older cards? My project was working fine and now I am screwed.

    Thanks
    Inspiring
    July 15, 2015
    Yes, is is true you need an Nvidia Kepler card (or newer). I think the oldest card that will work (though slowly) would be a GTX 650 Ti. I would very much recommend upgrading to a GTX 970 as you will be prepared for the consumer Rift.

    If you still want to develop in the meantime, you would have to use the 0.5.0.1 files, though they may not be supported forever so it's not a great long term solution.
    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
    September 24, 2015
    Hijacking a bit but I'm pretty much in the same boat. I have a desktop computer running with a single GTX 560ti that I need to get up and running with a Unity development environment for a small DK2 project.

    I will get a GTX970 eventually, but for the project I'm working on now will not be long lived (it's more a proof of concept).

    So what Unity version should I use, given that I want to use runtime 0.5.0.1 (or older)?
    Is it required to go back to Unity 4 (e.g. 4.6.6f2 together with the Unity 4 Integration package), or is it possible to use Unity 5.x.x successfully together with runtime 0.5.0.1?

    Cheers
    Inspiring
    September 24, 2015
    You can try the recommended Unity version. It may work with Oculus 0.5 Runtime (I haven't tested though).

    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
    Up and Coming
    September 24, 2015
    Thanks Cybereality,

    I tried 5.1.2f1 with the Oculus Utilities 0.1.0-beta but had no luck (is it OK to use the Oculus Utilities even for 0.5.0.1, or is it only for 0.6.0.1 and above?). What I did was to enable native VR support (in player settings) as well as add the OVRPlayerController prefab into the scene. Might not be how it's meant to be used now that I stumbled across this post?:

    viewtopic.php?f=37&t=24823#p284661:
    Right, you have 3 choices:
    1) Use the 0.1.0 Utilities with Unity 5.1.1p3 or higher.
    2) Use Unity 5.1.1p3 or higher without the Utilities. Enable "Virtual Reality Supported" in Unity's Player Settings. You won't be able to publish to the Oculus Store, but you won't have to import any special assets.
    3) Use the legacy 0.6.0 Oculus integration. It works on Mac. Disable "Virtual Reality Supported".

    I tried with both runtime 0.6.0.1 and 0.5.0.1.

    I also read through the DOCS on this page but I can't see anything obvious that supports the above?
    https://developer.oculus.com/documentat ... e-engines/

    Will try again tomorrow. Been spending to many hours with this. Might get a GTX970 anyway if the setup is easier. :)

    Cheers
    Up and Coming
    September 25, 2015
    Got some time to play around with Unity 5.1.2f1 and have not managed to get the VR support to work. I tried with and without the Unity Utilities 0.1.0, and with and without VR support enabled (i.e 4 different test projects). With the Utilities I added the OVRPlayerController (removed the main camera from the scene), and without the utilities I kept the main camera and only enabled VR Support.

    Running the Unity build will in the best cases result in a stereoscopic view in the DK2 but the positioning camera will not turn on. No head tracking either. The Demo Scene (in the configuration utility) works in extended mode only. Direct mode will only result in a black square covering the upper left portion of my monitor.

    Used runtime 0.5.0.1.
    Last VR project I made was with Unity 4.2 (something) using runtime 0.4.x (something). Everything worked beautifully, but feels a bit wrong to revert to such an old dev environment. Would rather use Unity 5.

    I will fiddle around with this a bit more but it feels like a dead end, since even If I get it working I will still need an up to date gfx card in the future nevertheless. Getting closer to the thought of buying a 970 sooner than later. :geek:

    Cheers

    Edit: spelling
    Inspiring
    September 25, 2015
    Yes, it's most likely the old video card causing 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
    Inspiring
    September 26, 2015
    "tellmike" wrote:
    is it OK to use the Oculus Utilities even for 0.5.0.1, or is it only for 0.6.0.1 and above?

    On PC, Unity's first-party VR support requires Oculus runtime 0.6.0.1 or higher. If you're on 5.1.3p2 or higher, you need runtime 0.7.0. 0.5.0.1 will not work. On Mac, 0.5.0.1 is the only runtime we support.

    "tellmike" wrote:
    Is it required to go back to Unity 4 (e.g. 4.6.6f2 together with the Unity 4 Integration package), or is it possible to use Unity 5.x.x successfully together with runtime 0.5.0.1?

    You may be able to get decent results out of Unity 5.0 and Oculus Unity 4 Integration 0.6.0.1 or earlier. But there are a number of known issues there that have been fixed in newer integrations. If you are committed to using an old Unity version, runtime, and GPU, you will have to work around them on your own.

    "tellmike" wrote:
    Might get a GTX970 anyway if the setup is easier.

    Good idea.
    Up and Coming
    September 26, 2015
    Thanks, appreciate the input from you guys!

    Also, I wanted to come back at this and report how it went.
    I managed to get a working unity dev env up and running using the following:

    Unity: 5.0.4f1
    Runtime: 0.5.0.1
    Unity 4 Integration: 0.5.0.1
    OS: Windows 7/8.1

    And to complicate it a bit I had to make sure to use a Unity version that my Perception Neuron kit supported as well (using its Unity integration package). But now at least I have a setup up and running that is working in Extended mode and everything is peach! The proof of concept is looking good as well, so I will be able to continue the work using the "pre-first party VR support" version of Unity for a couple of weeks until I need to take the next step.

    Since this thread was about 5.1 first-party VR support I will leave this thread with those words. Within a month or two I'll have a new Gfx card installed and will be working on a fresh project using the latest and greatest runtime/unity/sdk by then.

    Cheers