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Oculus 1.3 Requires Unity 5.3.4p1 + New OVRPlugin for Unity 5

cyberealitycybereality Posts: 22,414 Oculus Staff
edited June 2016 in Unity
To develop for Oculus 1.3 you'll NEED to specifically be using Unity 5.3.4p1:
https://unity3d.com/unity/qa/patch-releases

You will also NEED to download the OVRPlugin separately and patch Unity:
https://developer.oculus.com/downloads/game-engines/1.3.0/OVRPlugin_for_Unity_5/

Finally, you'll have to update the Oculus Unity Utilities:
https://developer.oculus.com/downloads/game-engines/1.3.0/Oculus_Utilities_for_Unity_5/

If you have any questions, please let me know. Thanks.
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Comments

  • piggy1piggy1 Posts: 5
    Virtual Boy (or Girl)
    5.4.0 beta? or maybe soonish?
  • kevinsevenkevinseven Posts: 1
    Virtual Boy (or Girl)
    edited March 2016
    5.4.0b8 seems to work but 5.4.0b11 crashes to the desktop when you hit play or just never kicks off the HMD. The Oculus Lobby always stays live.

    *EDIT

    Nevermind. Forgot to delete and overwrite the contents of C:\Program Files\Unity\Editor\Data\VR\oculus with the OVRPlugin_for_Unity_5. 5.4.0b11 seems to work okay now.
  • DukealiciousDukealicious Posts: 21
    Lawnmower Man (or Woman)
    I got it working with Unity 5.4.0b11.  I can continue development but builds are crashing for me when they didn't before 1.3.  Could just be my game but I wouldn't recommend using it with the beta.  
  • MikeFMikeF Posts: 291
    Art3mis
    Is there any way to delegate the oculus app to the system tray instead of the taskbar?
    Or just not have it running when in the unity editor?
  • PixelRouterPixelRouter Posts: 33
    Lawnmower Man (or Woman)
    Did you guys drop DK2 support?

    I've done all this and get "Initialization of Device Oculus Failed".

    I've still got runtime 0.8 installed too. Is there a new runtime installer or something I'm missing?
  • MikeFMikeF Posts: 291
    Art3mis
    PixelRouter, you'l have to uninstall 0.8 and grab https://www.oculus.com/en-us/setup/

    Another question, i'm getting a much lighter image in the rift vs. onscreen now, and i also have a blue bar to the right about 50 pixels wide visible on both the monitor and rift, any ideas?
  • dshankardshankar Posts: 14
    Virtual Boy (or Girl)
    We noticed a big problem with Unity 5.3.4p1 + Oculus 1.3 runtime + OVRPlugin 1.3.0 + Oculus Utilities 1.3.0:

    Setting VRSettings.renderScale makes the application render at ~2 frames per second.

    We isolated that line of code. Commenting out `VRSettings.renderScale =` brought us back to full frame rate.
    Software engineer, startup founder, Y Combinator alum.
    @dshankar
  • cyberealitycybereality Posts: 22,414 Oculus Staff
    What are you setting renderScale to?
    Have you tried modifying in the editor rather than in code?
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i
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  • Hi guys!
    I'm having a problem with plugin 1.3: 
    VR: OpenVR Error! OpenVR failed initialization with error code VRInitError_Init_HmdNotFound: "Hmd Not Found (108)"!

    Do you know why it doesn't find my DK2? The Oculus app works perfectly with it.
    I installed Unity 5.4.0b11 + Oculus 1.3 runtime + OVRPlugin 1.3.0 + Oculus Utilities 1.3.0

  • Nevermind, 
    I've installed Unity 5.3.4p1 and it works like charm.
  • vj_rybykvj_rybyk Posts: 4
    Virtual Boy (or Girl)
    MikeF said:
    a blue bar to the right about 50 pixels wide visible on both the monitor and rift, any ideas?
    Same here, for my existing projects (DK2). The sdk 1.3.0 example project scenes don't seem to have that artifact.

    The sample framework 1.0.0 (updated March 8th) doesn't work anymore, however: (Assets/OVRInspector/Scripts/OVRRenderTrackerFrustum.cs(184,57): error CS1061: Type `OVRTracker' does not contain a definition for `frustum' and no extension method `frustum' of type `OVRTracker' could be found).
  • dshankardshankar Posts: 14
    Virtual Boy (or Girl)
    @cybereality this issue occurred when we were setting a 1.8X renderscale which was fine on DK2+0.8. setting a lower renderscale such as 1.5X does not cause an issue.

    Is there a maximum eye buffer size I should be aware of? What's the default render target resolution for CV1 / 1.3?
    What are you setting renderScale to?
    Have you tried modifying in the editor rather than in code?

    Software engineer, startup founder, Y Combinator alum.
    @dshankar
  • owenwpowenwp Posts: 642
    Art3mis
    DK2 ran at a lower resolution. If your framebuffer exceeds a certain size the GPU will probably choke. I dont know the resolution at 1.8x (1x isnt only 1200p) but it wouldnt surprise me if you were approaching 6k. Add antialiasing and you are way out of the range that gpu makers optimize for.
    Sanzaru - Programmer
  • I'm trying to get the Unity / Oculus integration up and running on my Windows 7 box. I have the Oculus Home app installed and working (not sure if this matters). I've also downloaded and installed the specific Unity version required (5.3.4p1). Here is where I start running into issues.

    When I go to copy in the OVR Plugin as instructed here for Unity 5 and I do not find the specified "VR" folder inside the C:\Program Files\Unity\Editor\Data directory. I tried creating one so the path to the plugins was C:\Program Files\Unity\Editor\Data\VR\oculus. The result is when I run/play either the cubes or the room sample scene in the imported Oculus utilities package the editor crashes.

    One other thing of note is that I installed Unity not on my C: drive but on another drive (E:) and I put the plug in files inside there because obviously there is no Unity folder on the C drive at all. Any ideas on what the heck I'm doing wrong? Any help would be appreciated.
  • I figured it out, I still needed to have the 0.8.0 beta runtime installed. I thought having Oculus Home installed replaced that. I guess not.  
  • fonurrfonurr Posts: 3
    Virtual Boy (or Girl)
    Does this mean we have pay for developing Oculus with Unity. Isn't 5.3.4p1 a paid version?
  • Cyber39Cyber39 Posts: 0
    edited April 2016
    @fonurr ;You don't have to pay. 5.3.4p1 is simply a patch or update of 5.3.4f1. Just click the link that @cybereality provided
  • ConstellationConstellation Posts: 190
    Art3mis
    I figured it out, I still needed to have the 0.8.0 beta runtime installed. I thought having Oculus Home installed replaced that. I guess not.  
    When I installed Home it said I had to uninstall 0.8.0. Are able to get them to co-exist? The upgrade so far has been proven to be pretty painful and it would be good switch back & forth so I can still demo my old builds.
  • cyberealitycybereality Posts: 22,414 Oculus Staff
    fonurr said:
    Does this mean we have pay for developing Oculus with Unity. Isn't 5.3.4p1 a paid version?
    No, I don't know where you heard that. Unity has an edition which is free.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i
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  • fonurrfonurr Posts: 3
    Virtual Boy (or Girl)
    edited April 2016
    When I press "free download" from https://unity3d.com/get-unity it downloads 5.3.4f1.
    If I download 5.3.4p1 it asks for license.

    Sorry, I am just beginning both VR and Unity development, I may be doing something wrong.
  • cyberealitycybereality Posts: 22,414 Oculus Staff
    You still need an account, but it's a free license (with some requirements).
    http://unity3d.com/unity/qa/patch-releases/5.3.4p1
    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
  • fonurrfonurr Posts: 3
    Virtual Boy (or Girl)
    I couldn't somehow get the license when I tried, I may try again then. Thanks
  • Oh wow THANK YOU for posting this! I thought I was going crazy for a while there. Got all the specific build versions downloaded and setup and I'm back up and running! Appreciate it!
  • bobbagoosebobbagoose Posts: 4
    Virtual Boy (or Girl)
    Is there a way to install the OVR plugin on Mac? The instructions are for Windows. I will build a Windows app for runtime, that's fine, it's just all my development tools are on Mac.
  • charnoldcharnold Posts: 20
    Lawnmower Man (or Woman)
    In the finder, ctrl-click on the unity app (in applications/unity) and "Show package contents". Go to Contents/VR/oculus and update the files.
    current GearVR project: 3D Gallery 3
  • bobbagoosebobbagoose Posts: 4
    Virtual Boy (or Girl)
    That did it, thanks! I was working around it by loading the dll into each project, but this is the correct solution.
  • eljaydubeljaydub Posts: 12
    Virtual Boy (or Girl)
    fonurr said:
    I couldn't somehow get the license when I tried, I may try again then. Thanks
    @fonurr ;
    If you're having problems maybe checkout my Oculus dev mini course and see if that helps: http://learn.vrdev.school/courses/oculus-rift-developer-mini
    I've only got two of the videos edited and published so far but it walks you through the process cybereality describes above so maybe it's enough to help you get going for now.
  • LITMLITM Posts: 6
    Virtual Boy (or Girl)
    edited April 2016
    Can anyone at Oculus explain to me why I'm getting literally double the performance on my iMac (Bootcamp Win10) on runtime 0.8 and Unity 5.3.4, than my brand new kick ass Win 10 with GTX 980 on runtime 1.3 and Unity 5.3.4.  There's a hell of a lot of time spent waiting for the GPU.  

    For those of us delivering to clients this is not good news!


  • CBGamesCBGames Posts: 4
    [VRDevice] Initialization of device oculus failed.

    Why is this? Every thing has been done :P 

    (I am using runtime 1.3.0)
  • StonepunkStudiosStonepunkStudios Posts: 6
    Virtual Boy (or Girl)
    I have everything running fine in unity on a DK2 with 1.3, however when I make a build it will only show up on the monitor and not DK2. I have tried with home turned on and off first etc. VR enabled is on and plays fine in unity editor, I have allow 3rd party apps checked and all the other elements I am not sure why my build won't enable the headset.
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