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Linux version for downloadable entries ? (list in 1st post)

FredzFredz Posts: 545
Lawnmower Man (or Woman)
edited August 2013 in VR Jam
Hi jammers !

Some participants started to release downloadable demos for their entries recently, but unfortunately only for Windows and Mac. Since many of you seem to be using Unity, it would be nice if you could also release a Linux version as well.

Linux is supported by the Unity 4 Pro Integration package (0.2.4) and besides the Tuscany demo, there are already at least three demos using Unity that work under Linux (BouncerVR, Titans of Space and vrTANKS).

The author of Titans of Space told me that creating a Linux build was as simple as that :
File -> Build Settings -> Target Platform = Linux, Architecture = "x86 + x86_64 (Universal)" -> Build.
Also it would be nice if you could default rendering to 1280x800 fullscreen mode since there is no resolution selector in the Linux version of Unity.

If there is a bug while running a demo, the Player.log file in the ~/.config/unity/<your company>/<your game> directory can be used to find out what the problem is. If you wish to release a Linux demo for your entry, I'd be glad to test it and identify any eventual problem.

Thank you, and good luck... :)

EDIT: thought it would be a good idea to list Linux builds for VR Jam entries :
- Domino Dash : download
- Level Designer VR : download
- LGM - Pizza Delivery Rocketeer: download
- Lost Route : Download
- Time Rifters : download

Comments

  • ProtonProton Posts: 85
    Good point. I just added Linux to the Time Rifters download page.

    The biggest cross platform problem I ran into with Mac/Win was the XBox 360 Controller. As you can see on that page, the only thing that matches up is the left thumbstick.

    So you have to end up abstracting the input a bit (which is probably a good idea anyway). It would be awesome if the Linux version used the same mapping as Windows and everything just worked.
  • FredzFredz Posts: 545
    Lawnmower Man (or Woman)
    Thanks, worked flawlessly out of the box ! :) I'll leave my game specific comments in your thread.
  • NigelBNigelB Posts: 17
    Virtual Boy (or Girl)
    Proton, have you looked at the Gamepad input asset on the Unity Asset store, which is free? it might do what you are after (a unified Game controller interface). I'll check it out in the next couple of days (my xbox controller is on loan to the perth jam hub atm)
  • ProtonProton Posts: 85
    I looked at the available libraries and thought that InControl actually looked the nicest.

    I ended up just writing some custom code though, but I borrowed their naming conventions for the enums.
  • I included a linux build for my first demo (Domino Dash): http://www.festatech.com/festivity/?p=118. Let me know how it works. My game is in Unity, so all that I had to do was select File > Build Settings > PC, Mac & Linux Standalone and set the target platform to Linux.
  • FredzFredz Posts: 545
    Lawnmower Man (or Woman)
    Thanks for the effort, but unfortunately it doesn't work since the build is missing the libOculusPlugin.so in the Plugins/x86_64 directory. I wonder if there are other things to configure to get this library included automatically in a build. Did you use the latest version of the Unity 4 Pro Integration in the Oculus SDK downloads (0.2.3) ?

    I couldn't get it to work with the lib from other demos either since you've build a 32 bits executable and I can only find a 64 bits version of the lib. The Architecture should probably be set at "x86 + x86_64 (Universal)" as I said in my first post.

    Original idea for a game btw, can't wait to try that. :)
  • nikkmitchellnikkmitchell Posts: 16
    edited August 2013
    I am a mac user, and a very few percentage of games are available on mac. I always felt bad until I relized what it must be like for you poor linux users. I have been building my game to linux from the beginning. It is only a small annoyance and if it means even one more person tries my game, why not?

    Anyways I got a cross platform multiplayer game that I hope is linux supported. I have made it BUT no one has told me if it works or not.

    https://developer.oculusvr.com/forums/viewtopic.php?f=42&t=3466&p=43115#p43115

    Let me know whatever didn't build right. Cheers!!
  • JoseJose Posts: 888
    Trinity
    Whoa I had no idea that the Linux build settings in Unity worked for Rift games.

    I'll make an effort to get my game to work "reasonably well" in either the latest Ubuntu or Mint. But I have no native installations at the moment, so I can only test it in a virtual machine.

    Hey is anyone going to submit their game to the Ubuntu Software Center?
  • Thanks for the feedback Fredz. I had forgotten to change the Architecture :oops: from x86. I see the .so plugin in the correct folder now, so hopefully it will be working. Download link: http://wise-owl-games.com/DominoDash/DominoDash-v1a-Linux-Universal.zip

    Let me know if the resolution is ok, I wasn't sure how to set the default to 1280x800.
  • FredzFredz Posts: 545
    Lawnmower Man (or Woman)
    Worked first time, thank you. :) Resolution was fine (1280x800), executables even had the +x permission, wasn't the case for Time Rifters, did you do something special for that ?
  • Thank you so much for this post, i had no idea that Unity could export to Linux! Now i've added a Linux build to Level Designer VR. Please try it out and see if it works :)

    viewtopic.php?f=51&t=3510&p=43712#p43712
    Oculus Vr Jam, Level Designer VR:
    viewtopic.php?f=29&t=4294
  • ArowxArowx Posts: 460
    Just built the LGM - Pizza Delivery Rocketeer for Linux find it here

    Let me know if it works?
    sigBlock.png
  • FredzFredz Posts: 545
    Lawnmower Man (or Woman)
    Jose wrote:
    I'll make an effort to get my game to work "reasonably well" in either the latest Ubuntu or Mint. But I have no native installations at the moment, so I can only test it in a virtual machine.
    Thanks, don't hesitate to post again when you've got a Linux build ready.
    Arowx wrote:
    Just built the LGM - Pizza Delivery Rocketeer for Linux find it here Let me know if it works?
    Thank you both, but neither do work unfortunately, x86 only instead of "x86 + x86_64 (Universal)" it seems. Also it wasn't set for fullscreen for LGM at build time and can't be changed afterwards.
    Thank you so much for this post, i had no idea that Unity could export to Linux! Now i've added a Linux build to Level Designer VR. Please try it out and see if it works :)
    Thanks to you, you're doing the hard work after all. :) Doesn't work out of the box because it can't find the data folder, had to rename it from "Level Designer VR 1_Data" to "Level Designer VR 1.0 Linux_Data". It launches afterwards and works in Rift mode when clicking on the Oculus icon.

    I didn't take time to learn how it does work yet, but looks interesting. Would be nice to be able to edit in Rift mode, but I guess it isn't that easy to implement.
  • ArowxArowx Posts: 460
    So the resolution dialogue does not display on Unity Linux builds?

    New build x86+Universal, with full-screen mode created and uploaded, follow same link.
    sigBlock.png
  • FredzFredz Posts: 545
    Lawnmower Man (or Woman)
    Arowx wrote:
    So the resolution dialogue does not display on Unity Linux builds?
    Yep, and unfortunately there is no command-line option for fullscreen, only width and height. So if fullscreen is not enabled in the build there is no way to get it back.
    Arowx wrote:
    New build x86+Universal, with full-screen mode created and uploaded, follow same link.
    Thanks, didn't work at first because it was missing the Plugins/x86_64 subdirectory with the libOculusPlugin.so file in the data directory but I grabbed it from another demo and it ran correctly.

    I wonder why that's missing in some of the Linux builds, which version of Unity and the Unity Pro Integration plugin are you using ?

    I've had other problems while running it but I'll keep that to your thread.
  • ArowxArowx Posts: 460
    Unity 4.2.0f4 and Oculus Rift SDK oops might be 2.2 not the latest 2.3! :oops:

    New build definitely has SDK 2.3 on it and still works fine on PC but does it work on Linux?

    LGM - Pizza Delivery Rocketeer - Linux build
    sigBlock.png
  • FredzFredz Posts: 545
    Lawnmower Man (or Woman)
    Ah that may explain why since Linux support has been available starting from version 0.2.3. :P

    New version does work out of the box, thank you. :)
  • ArowxArowx Posts: 460
    Yay! :D
    sigBlock.png
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