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Up and Coming
February 11, 2014

Unity feature request list

Hey there everybody,

I get the impression that Unity/Oculus could do better. However, there seems to be no word from Unity in public about wether or not they are actively working on better implementation/features or not. In fact I am a bit confused as to who is doing what? This is not a thread to rant and express anger but rather to try to gather info and raise awareness of issues. I am first and foremost an artist with basic programming skills. Maybe somebody here from the Oculus team can shed some light on this matter. Who is actually developing/maintaining the "Prefabs"? Who is responsible at Unity Tech. for anything related to the "Rift"?

Starting a list of things we developers would like to see fixed or implemented might perhaps be a good idea. Personally I will start with things that have personally bugged me....

• Skybox - currently only works with a hack and lots of fiddling
• Shadows - if not mistaken get rendered twice (can somebody confirm?)


Please feel free to add your items/issues to the list/thread.
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    19 replies

    Up and Coming
    February 11, 2014
    How about physics update instead? And mono update? Would've been more help.

    Unity is not a platform for visually extensive projects anyway.
    Up and Coming
    February 11, 2014
    "raidho36" wrote:
    Unity is not a platform for visually extensive projects anyway.


    Skyboxes and Shadows are hardly considered visually extensive. I think hes referring to the Rift / Unity integration and things that would make it better/smoother (wishlist), rather than what Unity should spend their focus on - like PhysX 3.0 etc..

    While it would be nice to get more official solutions and optimizations for current issues, most of it is things that the general populace can work around like making a fake/custom skybox. Maybe as time goes on we'll see more official ideas, examples, etc that would make best practices and optimizations clearer for those of us that aren't ace devs.
    Brevis / DevBlog Twitter
    Up and Coming
    February 11, 2014
    Well that's just it - if you want extensive experience within adequate framerate you have to be a fucking optimization ninja, no less.

    As for rendering shadows - it would require some serious engine overhaul, so I don't beleive it's even possible. Unity devs are more concerned about adding some half-assed shitty features than fixing existing problems. That's their business model.
    sh0v0r
    Up and Coming
    February 11, 2014
    "raidho36" wrote:
    Well that's just it - if you want extensive experience within adequate framerate you have to be a fucking optimization ninja, no less.

    As for rendering shadows - it would require some serious engine overhaul, so I don't beleive it's even possible. Unity devs are more concerned about adding some half-assed shitty features than fixing existing problems. That's their business model.


    Unity seems to be mainly focused on Mobile since that's where most of there Licenses go.

    The one feature I would like to see is Display Device Targeting so that we don't have to expect people to create a shortcut with '-adapter 1' to make sure it runs on the Rift display.
    Inspiring
    February 11, 2014
    The skybox thing is a bug with Unity as far as I can tell. Basically their built-in skybox does not take a custom projection matrix into account and just draws directly into the viewport. Creating your own stereo skybox is actually very simple and not a huge deal.

    I was not aware of any major issues with shadows (aside from w/ deferred rendering). If you are using forward rendering the shadows should be fine, and I've seen many demos that use shadows.
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    Up and Coming
    February 12, 2014
    'Native' web browser support would be nice. I posted my work-around (using vr.js) on this post: viewtopic.php?f=37&t=3812&p=87049#p87049

    But it would be nice if it were something from Oculus and/or Unity specifically that had tighter, official web browser support.
    Up and Coming
    February 12, 2014
    "cybereality" wrote:
    The skybox thing is a bug with Unity as far as I can tell. Basically their built-in skybox does not take a custom projection matrix into account and just draws directly into the viewport. Creating your own stereo skybox is actually very simple and not a huge deal.

    I was not aware of any major issues with shadows (aside from w/ deferred rendering). If you are using forward rendering the shadows should be fine, and I've seen many demos that use shadows.


    True. I posted my solution here: viewtopic.php?f=38&t=760 It works quite well and has the added bonus that it's more than just a static-image skybox, it can contain anything like moving clouds, birds, blimps, planets, etc.
    Up and Coming
    February 12, 2014
    "cybereality" wrote:
    I was not aware of any major issues with shadows (aside from w/ deferred rendering).


    Whats the deal with Deferred?

    I've been using it with decent results, aside from some glitches I assumed were front a 3rd party plugin I'm not aware of any problems.
    Brevis / DevBlog Twitter
    Inspiring
    February 12, 2014
    Most of the problems w/ deferred rendering stemmed from use of dynamic lighting and shadowing. I haven't tested recently so it's possible the issues have been solved now.
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    Up and Coming
    February 12, 2014
    I haven't experienced any issues with shadows with any type of lighting.