Hello, I just got my hands on the oculus rift, and the first thing I experienced is that in the editor the game runs with shadows very nicely. But as soon as I start the game, shadows go away and colors become crappy. I thought this was a oculus related thing, but when I donloaded a free oculus game I realized that it has something to do with my unity settings. I would say that oculus is ovewriting my current unity config. The game should be on “Fantastic” Quality but it turns into “Fastest” everytime I hit play. Builds do the same thing.
Any help would be apreciated. Thanks
A screenshot of your quality settings would probably clear things up quickly.
Some things to check:
- Make sure the default checkbox for your build type is set to “Fantastic”
- Make sure Shadows are enabled for that default setting
- Make sure the light in your scene has shadows enabled
- Make sure you’re using the right light type for your render settings (i.e. Forward Rendering is only directional shadows, point lights will not cast shadows … unless that changed)
If all of that checks out perfectly, I’d recommend trying only 1 quality setting
All of those options are correct.
Here is the screenshot of my Quality settings :
And right beneath is a screenshot of the same scene without any changes in play mode.
Shadows do work, the problem is that when I press play, they go away and the scene just becomes ugly.
I just found the solution, For some reason, oculus rift’s Assets change the default resolution and Quality settings. I’m going to dig around and find the right script, if I find it, I’ll post how to fix it here so anyone else who get’s this issue can easely fix 
ahh you’re using the plugin still; good luck with your fix!
I had to, when I exported the game without it, it had no oculus support. Even thought it had “Virtual Reality” Enabled 
I see; well right now the only real benefit of using UnityVR is that it has shadow pass optimizations. Other than that it’s lacking a lot of the features the plugin has, but they’ll come over time.