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Up and Coming
March 3, 2015

Unity 5 clarifitcation - release of SDKs? Integration?

Does Oculus currently work in Unity 5? Are we waiting on a release?
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    17 replies

    Up and Coming
    March 4, 2015
    Speaking of, any chance for testing the new alpha sdk?
    Darkfield dropped from 75 to 40 fps after enabling all the Unity5 bling-blig and don't know where to optimize anymore so testing new things seems to be a good idea :D
    ______________________ mySite www.darkfield-vr.com
    Up and Coming
    March 4, 2015
    I have no idea about who is getting to test the new alpha, i guess we just have to wait : )
    Up and Coming
    March 4, 2015
    Unity says that native support for VR is coming but they aren't saying when - just that it's in alpha. (apparently you'll be able to switch cameras from normal to VR, if I understood that correctly)

    There's still quite a few quirks in Unity 5. Reflection Probes are broken in VR builds, Lensflares are broken, changing the sky at runtime doesn't update ambient lighting, etc. But in principle it's working with the Oculus Unity integration. I just wish the Oculus Unity integration was better to begin with. :/ (No easy way to switch VR on and off, better way to test in the editor, etc. - I'm sure you've run into this... ;))
    BLACKISH (Games) | GameAssets.net (Assets)
    New Participant
    March 4, 2015
    Where are you guys changing "World" to "WordlSpace". Is it in one of the scripts on the OVR Camera Prefab? I haven't downloaded Unity 5 yet to see what is happening. Don't want to mess up my project if Unity 5 is not working with the Oculus Rift.
    Up and Coming
    March 4, 2015
    It's in ovrmanager.cs I think, but after I changed that I had errors with every script including ovrgamepad.cs. It seems like almost every single

    #if !UNITY_ANDROID || UNITY_EDITOR


    area needed to be bypassed, which only led to more problems. Should I have tried making a build rather than trying to run it in the editor?
    New Participant
    March 5, 2015
    I just deleted the OVRMainMenu.cs file and everything seems to be working fine now. I'll keep anyone posted of any other changes. Really looking forward to Unity releasing the Oculus Module for Unity 5. It will be really nice to simply turn on and off VR on the main camera. I was about to build something like that but with them releasing it, I figured my time could be better spent working on other things in my project.
    Participant
    March 9, 2015
    Unity 4 0.4.4-beta integration package seems to be working in unity 5

    You will get errors that world is not existing in unity.engine so just double click on it and it will take you to the line of code that you need to change from World to WorldSpace (I had to do it twice) but it works now, however by saying that it 'works' I feel like I'm seriously stretching the definition of that word. In a test scene containing small terrain and 'out of the box' skybox my frame rate is in an around 28fps.
    [edit] 28-31 fps comes from OVR gui I used debug.log to check for 1/Time.deltaTime and it shows 37fps when the game runs in a build, stats in the editor are showing 56-62fps and console shows roughly the same stats while ovr menu in the editor shows 55-60fps

    In my previous project made in unity 4 I was getting consistent 37.5 fps, it had a lot of trees that were acting funny (rotating with the camera) due to unity billboard workflow, I was happy to see that this is no longer the case and in unity 5 trees are no longer rotating... but my frame rate dropped to 10-12fps so it's no longer playable

    Having said all this I'm probably doing something wrong, as I'm still a beginner but it would be great to find out what should I do to fix that.