Unity 5.1 is out! Integrated support for Oculus Rift
Hello from Germany,
Just to inform you: Unity 5.1 is available! With integrated support for Oculus Rift and other new VR features!!!
From Unity:
" With Unity 5.1 we’ve added a highly optimized rendering pipeline for VR and AR devices. Native Oculus Rift deployment is available right now to all Unity users, and we’ll be adding full native support for further platforms, including Microsoft Hololens and Gear VR in the near future.
In Unity 5.1, you can plug in your Oculus Rift dev kit and playtest away, with Unity handling a number of VR/AR-specific features out of the box. Head tracking and an appropriate field of view are applied to your camera automatically and rendered in stereo just like that.
Plus, we’ve already implemented a number of stereoscopic rendering optimizations including single pass culling and shared shadowmaps to help you deliver exceptional frame rates.
There’ll be much more to come from us in the VR space, so stay tuned, and don’t forget that there are lots of third-party SDKs available for those looking to target other headsets!"
And from the release notes:
"Added integrated support for Oculus Rift in Editor and Standalone Players, see the Manual and UnityEngine.VR namespace script reference for details Once Virtual Reality is enabled in Player Settings, pressing play in the editor will show your game view on the Rift. It is recommended to "Maximize on Play" the game view and run the Oculus Rift in Extended mode in order to achieve the smoothest rendering. Be sure to remove any previous Oculus plugins and assets from your project, or update to the latest version that supports 5.1.
–VR optimization: Render shadows only once and share between eyes.
–VR optimization: Cull once for both eyes.
–Support for Oculus 0.6.0-beta runtime
That's all folks,
Gunnar
Just to inform you: Unity 5.1 is available! With integrated support for Oculus Rift and other new VR features!!!
From Unity:
" With Unity 5.1 we’ve added a highly optimized rendering pipeline for VR and AR devices. Native Oculus Rift deployment is available right now to all Unity users, and we’ll be adding full native support for further platforms, including Microsoft Hololens and Gear VR in the near future.
In Unity 5.1, you can plug in your Oculus Rift dev kit and playtest away, with Unity handling a number of VR/AR-specific features out of the box. Head tracking and an appropriate field of view are applied to your camera automatically and rendered in stereo just like that.
Plus, we’ve already implemented a number of stereoscopic rendering optimizations including single pass culling and shared shadowmaps to help you deliver exceptional frame rates.
There’ll be much more to come from us in the VR space, so stay tuned, and don’t forget that there are lots of third-party SDKs available for those looking to target other headsets!"
And from the release notes:
"Added integrated support for Oculus Rift in Editor and Standalone Players, see the Manual and UnityEngine.VR namespace script reference for details Once Virtual Reality is enabled in Player Settings, pressing play in the editor will show your game view on the Rift. It is recommended to "Maximize on Play" the game view and run the Oculus Rift in Extended mode in order to achieve the smoothest rendering. Be sure to remove any previous Oculus plugins and assets from your project, or update to the latest version that supports 5.1.
–VR optimization: Render shadows only once and share between eyes.
–VR optimization: Cull once for both eyes.
–Support for Oculus 0.6.0-beta runtime
That's all folks,
Gunnar
