No image in oculus headset, but headtracking works

I’ve just started a new project to take advantage of the integrated VR support in Unity 5.1.

With a brand new install and project, I imported the new UnityUtilities package from oculus, dropped the OVRcamera rig into the scene and added a cube and a light and deleted the old camera. Then I went and checked projectSettings>>player>>other>>VRsupported and tested the result.

The scene shows in the game window of the editor and headtracking seems to be working fine, but no image comes up in the headset (I just get the orange light). I built the game anyway and got the same behavior when I ran the build - headtracking and an image on the monitor, but nothing in the headset.

If I import the (legacy) mobileUnityIntegration.package and build a directToRift.exe, I get an image in the headset (but tons of other unwanted effects of course). The desktop version of the (legacy) UnityIntegration.package isn’t available anymore so I’ve not tried this.

I’m using the following setup, updated yesterday:
Nvidea GTX 560 Ti with the suggested drivers 350.12,
Unity v5.1.1.4
Oculus SDK and config utility 0.6.0.1.
DK2

I wondered whether there were any settings I should be looking at changing in Unity apart from the projectSettings>>player>>other>>VRsupported ?

I’d like to demo something on the rift tomorrow, and I really don’t want to roll back to an older Unity version and struggle to get the legacy integration working, but that’s all I can think to do atm.

Sounds like you’re doing everything right. Have you tried both extended mode and direct mode?

Also might be worth skipping the Oculus utilities and see if you can get it working without them as detailed here.

I’ve just been told on an oculus forum that its because my GPU (Nvidia GTX 560ti) isn’t supported by the Oculus SDK 0.6.

I understand that Unity 5.1 needs that version of the SDK to run, so either I’d have to get a new GPU or roll back to Unity 4.

Are there any other options I’ve missed?

I just started having the same issue this afternoon.

Scenes that were previously working are not being outputting to the Oculus. This includes scenes that do not include the Oculus Utilities.

You can still use Unity 5.0 instead of 4.6. That would be your best solution.

We had the same problem the other day. Oculus dropped support for nVidia cards below the 600 line. In the end we managed to get it working by downgrading the Oculus runtime to 0.5.1 and then downloading the Oculus unity integration package from Oculus for runtime 0.5.1. It’s for unity 4 but Unity should update the scripts when you’re importing the package. If it doesn’t, fix the compiler errors in OVRMainMenu.cs to “c.renderMode = RenderMode.WorldSpace;”. Also, it will complain that the integration package try to set the D3D11 Fullscreen mode to exclusive. Just comment out this line and set it yourself in Player settings or find out what the Unity 5 way to do this is.

However, if you are serious about Oculus coding I suggest that you’re upgrading your graphic card so that you can use Unitys first party oculus support introduced in 5.1. Oculus might fix this problem in future runtime but they’ve stated on their forums that the engineers are not focusing on older graphic cards.

Thanks for this info, I managed to delete my OVR folder in efforts to use first party oculus support and now my entire project is not functioning. Really annoying to be left in the dust because Oculus wont support my laptop’s nvidia card (m460). I will have to rebuild and hope for the best. Thanks again for this :slight_smile: