I have had my build working with the Oculus Rift commercial version until today using Unity 5.3.5p2 (which includes “VR: Updated to version 1.4 of the Oculus API”).
It works in the editor perfectly but when I create and run an .exe build, there it only shows the new Oculus Rift ‘holodeck’ (a dark room with dim lighting of a holodeck door and a neon O with an arrow pointing north in the center of the floor). Audio plays beneath it, suggesting the level is running normally, but just not being shown.
I have a Pause Menu with an option to Restart the game, which reloads the first level from scratch. Doing this, for a split second, I can see the level before the dark holodeck scene snaps back over it, hiding the level underneath.
Also worth noting, recentering is now broken, a feature a lot of games took advantage of, including this project (it makes the camera origin and rotation in-world (sort of like the Vive’s Play Area center) relative to the headset position so you can fix ‘drift’ but also accommodate player sitting or standing and rotation dynamically). Oculus seems to be flipping the script abruptly to move to room-scale VR like the Vive, locking this to relative to the sensor position (like in the Oculus Home scene). I have the same build working correctly with the Vive and room-scale VR but had to accommodate an entirely different mode for the Rift since it previously was not room-scale (a good example of how I have this set up is Dreadhalls, which also includes a recentering button). Now that’s all broken…
However, I want to stress this all still works as usual in the Editor! Everything shows up and recentering still works, all of it perfectly as intended. But not in the Build. So what the heck is going on?
Anyone else experiencing issues like this with the new updates? Any advice for how to fix them? Step one would be switching the Rift view away from the holodeck to the actual game view, something that you’d think would happen automatically with direct Unity integration.