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Unity - Positional Tracking with Hydra

Wondering what other people are trying out with hydra for positional tracking - I've been testing a mecanim setup with a mid spine level bend point - video below, it took a while to figure out how to get the camera to follow the neck of the model whi...

Caine by Level 2
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Rift Skyboxes/ clip distance

I was messing around in my game that uses large distances of view in deep space and I ran into a couple issues. One is that I can't seem to increase the clip plane on the OVR cameras past a certain distance. Is this something that needs to happen aft...

stereo separation

I just imported the new SDK OVRCameraController into Unity, first time I tried it. Had to change a bit in my game, but now it looks playable. BUT I have a very low stereo separation, how can I adjust that?Sorry - pretty new to game design in general....

Gerald by Level 4
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Error with Unity SDK 0.2.2

I imported the OculusUnityIntegration.unitypackage into my project, and now when I hit play in the editor my console gets spammed with this red error:EntryPointNotFoundException: OVR_UpdateOVRDevice.Update () (at Assets/OVR/Scripts/OVRDevice.cs:267)A...

Jerware by Level 2
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Razor Hydra Mouse Emulation Question

I would have asked this on Sixense's official boards, but I am waiting for someone there to verify I am not a bot (even after going through a bunch of captchas).I am trying to use the Hydra as a mouse pointer/crosshairs similar to the way the Hydra w...

Editor game view on second monitor?

Hi,While using the Unity editor is there a way to get the Game View to run full screen on the Rift while keeping the editor on full resolution of main monitor (27" 2,560-by-1,440).Currently I am dragging the game view to the second monitor, but the b...

In Editor Scene View using Rift?

Would it be possible to create a Rift Scene view in the editor, so you can edit your game levels using the rift and ideally a VR input device e.g. hydra/leap/... ?

Arowx by Level 2
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Scaling and OVRCameraController

Hi, just wanted to mention that when the OVRCameraController is inside a hierarchy such that the "eyes" should be scaled up or down to something other than 1.0, it adversely affects the eye separation for the two cameras. For example if my player is ...

drash by Level 7
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yaw drift correction in Unity

I have some problems with the drift in my unity project. Is the "magnetometer-based yaw drift correction" part of the current Unity integration?How can I to use the new drift correction in unity, or do I have to wait for a new unity integration? I ha...

Conz by Level 3
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Upside down image - details inside

I experimented with the near/far camera setup that others have mentioned in other threads.I thought I would point out a potential issue, although it's entirely possible I was doing something wrong.I have one OVRCameraController set up to render large...

drash by Level 7
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Better Skybox solution?

I'm dealing with a rather large outdoor terrain, and the "Tuscany" skybox solution is far from perfect. If players travel far enough they walk right up to the side of the box. I could connect the box to the player, but then it clips the terrain in th...

Jerware by Level 2
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  • 10 replies
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Bug with multiple OVRCameraControllers?

Hi,I'm trying to implement multiple camera views for a driving demo (eg. a camera view from inside the cockpit, and one from on top of the car roof).I am attempting to do this by having 2 OVRCameraControllers in the scene and enabling/disabling the a...

adam by Level 2
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When to apply anti-aliasing?

I don't have a Rift yet (standard disclaimer), but I am wondering about the different options we have with full-screen anti-aliasing, and whether it is worth having AA in the first place with the Rift.I've thought about the following three approaches...

drash by Level 7
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Updating the Unity asset package

Hi, probably a silly question but is there a way to update to the latest v0.2.1 of the unity asset package without having to delete the previous version in my project? When I try to re-import it I get a message saying "all assets from this package ar...

Maxing the Framerate

I've been running the Tuscany demo on several machines and I haven't been able to get the frame rate over 65 fps. Is there a limit set somewhere in Unity? I know that the screen refresh rate is only 60hz, so it probably doesn't matter, but I'd like t...

build not working on osx

I made a test scene in windows 7 and it runs fine with the oculus camera.When i build an app in windows for mac osx it shows nothing on the mac, the screen stays black.If i remove the oculus camera and use a regular unity camera the aplication runs f...

CHE by Level 3
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Simple Deferred Lighting Fix

Now that I have my dev kit, I was able to do some real testing on the deferred lighting issue. As I mentioned in other threads, the problem is that constructing your own perspective matrix can prevent Unity from doing transforms back from screen spac...

owenwp by Level 5
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Unity SDK V0.2.1 & IPD

I see this in the Release Notes:Fixed projection center to lens distortion center, decoupling IPD from projection centerChanging the IPD in the Tuscany demo with +/- does change the IPD variable, but makes no difference in rendering anymore. Is this ...

Proton by Level 2
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New stuff in SDK 0.2.1

From the release notes in the Unity integration for 0.2.1 of the SDK:What's new in V0.2.1--------------------Added functions in OVRCameraController to get orientation of tracker (GetCameraOrientationEulerAngles and GetCameraOrientation)Exposed the fo...

drash by Level 7
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OSX Unity

Does the SDK support development and testing on Unity 4 OSX? If not, will it at some point? There are plenty Unity 4 Mac developers - even many of us that target windows prefer developing on the Mac version, because it's more stable (and have our lic...

jaimi by Level 5
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multiple camera setups at different depths?

Hi,I'm converting a prototype I've been working on to work with the rift. It's an FPS game that uses 3 cameras at different depths: 1 for the game world at depth 0, 1 for the player's hands and items he's holding at depth 1(so the player hands never ...

Eye cameras jump around during update phase

FYII had attached an object to the right eye camera of an OVR character in order to mount it to the screen (not ideal, I know). This exposed some oddness. During the update of the object I mounted (a gun) the eye's camera would either be in it's true...

SDKs, scripts, middlewares, etc. useful for VR

I copy-paste an old post I made on MTBS3d :Let's centralize infos, tips, Q&A, homemade scripts, etc., anything related to Unity and VR.SDKs & packagesOculus Rift (Unity pro required)Unity 4 : SDKUnity 3.5.7 : PackageWorkarounds for Unity Free :VRDK: ...

drifter by Level 3
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Getting Sunshafts to work properly with OVRCamera

I started playing with the SunShafts image effect in Unity (for this demo: https://developer.oculusvr.com/forums/viewtopic.php?f=42&t=490), and I realized I'm not sure how it's supposed to work with OVRCamera. First of all, I am aware of the other "I...

drash by Level 7
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Lens distortion script - spherical correction?

I'm experimenting with cross-platform support on iOS and Android. Initially, I would just like to get the stereo to work. The dll's and such seem Windows-only. As a quick but sloppy-hackish solution, I basically disabled references to most of them. M...

yosun by Level 2
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OVR cameras only work in editor

On one project that I'm using an OVRPlayerController on, when I'm in the editor I can see the images from the cameras in the game view. Once I hit play, both cameras go black. If I turn off the camera it shows grey in the game view so I'm assuming th...