11-22-2014 06:38 PM
11-24-2014 03:33 PM
"Anticleric" wrote:
if I make a build with the 0.4.3.1 SDK and the 0.4.4 runtimes installed, does it check when the user runs the app for the 0.4.4 runtimes?
"Anticleric" wrote:
What happens if I build from Unity without any runtimes installed?
"Anticleric" wrote:
Also, basic camera fades haven't worked in unity since 0.4.0 for me.
"Anticleric" wrote:
Things get a bit weird if say the player starts the game in one position, then moves their chair to another position.
"Anticleric" wrote:
When you(Oculus) rename the prefab pieces in the SDK (ie. CameraLeft to LeftEyeAnchor) it completely breaks about a million references to scripts and image effects in more complex games with multiple scenes.
"Anticleric" wrote:
I can't update my video card drivers with the runtimes installed. If I completely uninstall the OVR stuff, then uninstall all the Nvidia stuff, I can update my video drivers, and then re-install the OVR runtimes.
"Anticleric" wrote:
In Unity: Edit > Preferences > Oculus VR >Optimize Builds for Rift
What does this do if anything?
"Anticleric" wrote:
Not sure if this is somewhere and I just havent seen it.. but things like AA yes or no? DX9 or DX11, V-sync on in Unity?
11-25-2014 01:08 PM
"vrdaveb" wrote:
How are you doing the fade? You should be able to use an image effect. Alternatively, have a look at the new OVRScreenFade.cs script. It animates the alpha of a full-screen quad. I haven't tried the approach described at http://unity3d.com/learn/tutorials/projects/stealth/screen-fader, but that should work if you attach the GUITextures to the eye cameras.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Camera)]
[Tooltip("Fade to a fullscreen Color. NOTE: Uses OnGUI so requires a PlayMakerGUI component in the scene.")]
public class CameraFadeOut : FsmStateAction
{
[RequiredField]
[Tooltip("Color to fade to. E.g., Fade to black.")]
public FsmColor color;
[RequiredField]
[HasFloatSlider(0,10)]
[Tooltip("Fade out time in seconds.")]
public FsmFloat time;
[Tooltip("Event to send when finished.")]
public FsmEvent finishEvent;
[Tooltip("Ignore TimeScale. Useful if the game is paused.")]
public bool realTime;
public override void Reset()
{
color = Color.black;
time = 1.0f;
finishEvent = null;
}
private float startTime;
private float currentTime;
private Color colorLerp;
public override void OnEnter()
{
startTime = FsmTime.RealtimeSinceStartup;
currentTime = 0f;
colorLerp = Color.clear;
}
public override void OnUpdate()
{
if (realTime)
{
currentTime = FsmTime.RealtimeSinceStartup - startTime;
}
else
{
currentTime += Time.deltaTime;
}
colorLerp = Color.Lerp(Color.clear, color.Value, currentTime/time.Value);
if (currentTime > time.Value)
{
if (finishEvent != null)
{
Fsm.Event(finishEvent);
}
// Don't finish since it will stop drawing the fullscreen color
//Finish();
}
}
public override void OnGUI()
{
var guiColor = GUI.color;
GUI.color = colorLerp;
GUI.DrawTexture(new Rect(0,0,Screen.width, Screen.height), ActionHelpers.WhiteTexture);
GUI.color = guiColor;
}
}
}
"vrdaveb" wrote:
Yeah, it's a bit weird that HMD rotation can affect OVRPlayerController, but translation can't. We are working on that and will definitely consider your ideas. For now, can you call OVRManager.display.RecenterPose() once the user is situated?
"vrdaveb" wrote:
It generates _DirectToRift.exe and configures your player settings to run full-screen on the rift without showing the resolution dialog (unless you hold ALT). The code is in OVRShimLoader.cs. In direct mode, _DirectToRift.exe just loads our display driver and then execs the usual app executable. In extended mode, it doesn't load our display driver, but it configures the app to run full-screen on the rift. It took some changes on Unity's side, but we're planning to get rid of all this and let you use the resolution dialog as usual (including quality and input settings) within a release or two.
"vrdaveb" wrote:
The "happy path" is on the main page of our reference manual here: https://developer.oculus.com/reference/unity/. We should also list it in the integration guide. I'll make sure we get that included.