06-11-2014 01:20 AM
06-12-2014 09:35 AM
Oh, and I did not use the set2cores.bat file. Is it still required?
Also, I cannot ask Unity to force OpenGL ES 3.0 in the player settings. If I do that the rendering does not work. Is it normal?
Is it me of there is no chromatic aberration inversion anywhere? Did I miss something? Should we expect some perf impact if turned on?
no crash so far except when debugging with
[In UNITY Build settings]-Autoconnect to profiler on
[In UNITY Build settings]-script debugging on.
If those are off, no crash for me.
I was expecting to get more or less the same public API as the 2.5 but some key things were changed.
-OVRDevice.GetOrientation seems gone, and on Android, the only way I could get close to that was by making CameraOrientation public (OVRCameraController class).
I am using the FollowOrientation property on OVRCameraController and it "seems" to me that its behavior has changed.
How do you guys debug simple things efficiently without having to build all the time?
06-12-2014 08:40 PM
Do the crashes occur with only a single option selected along with Development build: ie, Development Build + Autoconnect Profiler or Development Build + Script Debugging? Or only when both Autoconnect and Script Debugging are enabled?
The Android Unity Integration is based on the PC/Mac OSX preview, 3.2. OVRDevice.GetOrientation is no longer available and its functionality has been replaced by OVRDevice.GetCameraPositionAndOrientation() -- however, as you noted, this is only available for the PC/Mac OSX platforms. We will note this and try to address for the next SDK release.
Are you seeing a behavior change on both PC/Mac OSX and Android? Or are you seeing a discrepancy between the platforms?
06-12-2014 09:26 PM
https://developer.oculus.com/forums/viewtopic.php?f=61&t=9051
06-13-2014 01:09 AM
Are you seeing a behavior change on both PC/Mac OSX and Android? Or are you seeing a discrepancy between the platforms?
06-13-2014 02:52 PM
Great! Do you have an ETA for this?
I then tried to download SDK 3.2 and replace the plugins (all except android) -> Success! my DK1 is now working in Unity Editor.
So I created a VERY minimal repro project for you ! How nice, right? I zipped and sent the Asset folder by email to support@oculus.com as specified in the docs.
Email title is: "Bug repro for Project Moonlight: FollowOrientation Possible bug?"
06-16-2014 03:38 PM
Quaternion q = Quaternion.identity;
Vector3 dir = Vector3.forward;
// Calculate the rotation Y offset that is getting updated externally
// (i.e. like a controller rotation)
float yRotation = 0.0f;
float xRotation = 0.0f;
GetYRotation(ref yRotation);
GetXRotation(ref xRotation);
q = Quaternion.Euler(xRotation, yRotation, 0.0f);
dir = q * Vector3.forward;
q.SetLookRotation(dir, Vector3.up);
Quaternion ccq = q * CameraOrientation;
// Multiply the camera controllers offset orientation (allow follow of orientation offset)
Quaternion orientationOffset = Quaternion.identity;
GetOrientationOffset(ref orientationOffset);
q = orientationOffset * q;
// Multiply in the current HeadQuat (q is now the latest best rotation)
q = q * CameraOrientation;
// If desired, update parent transform y rotation here
// This is useful if we want to track the current location of
// of the head.
// TODO: Future support for x and z, and possibly change to a quaternion
// NOTE: This calculation is one frame behind
// if(TrackerRotatesY == true)
// {
// Vector3 a = transform.rotation.eulerAngles;
// a.x = 0;
// a.z = 0;
// transform.parent.transform.eulerAngles = a;
// }
// * * *
// Update camera rotation
transform.rotation = ccq;
CameraLeft.transform.rotation = q;
CameraRight.transform.rotation = q;
06-16-2014 11:49 PM
06-17-2014 07:35 AM
06-17-2014 09:39 AM