FYI, Docs on the new Unity 5.1 VR support are here:
Recommended Stable Version: 5.1.2p2
Here is the current list of known issues:
- Oculus 0.6.0.1 runtime is required on Windows, 0.5 on Mac (OSX 10.9+)
- When upgrading an Oculus / GearVR project from the legacy Oculus Unity Integration Plugin to 5.1 Unity VR, be sure to remove any Oculus plugins from your project to avoid deploy / runtime errors, or replace them with Oculus Utilities for Unity which work with Unity VR.
- VRSettings.renderScale is non-functional on GearVR
- UI: Screen Space - Overlay not supported. Recommended to use Screen Space - Camera or World Space. âScale With Screen Sizeâ is recommended so UI looks the same on Gear VR.
Edit: Another thing to note, make sure you have âStereoscopic renderingâ checkbox unchecked.
Getting Started (Windows)
Here is a bit more detailed quick start guide for getting started with Oculus + Windows development on Unity 5.1. You can review more detailed documentation in the Oculus Developer Docs.
- Install Oculus Runtime for Windows V0.6.0.1-beta
- Reboot
- Open Oculus Configuration Utility from the system tray. Hook up your DK2 (DK1 has some known issues right now, use at your own risk).
Make sure you have a User listed in the drop down box. If you donât, click the + button and add one. - Click Show Demo Scene and make sure that the demo scene works correctly.
If you are having issues, you can try changing to Extended Mode in Tools â Rift Display Mode.
If you are still having issues at this point, please visit the Oculus forums to troubleshoot. - Exit the demo scene and close the Oculus Config Utility.
- Now you are ready to start up Unity, grab the version suggested above, and create a new project.
- Open menu Edit â Project Settings â Player. Select Other Settings, check the Virtual Reality Supported checkbox.
- Click Play in the editor. Put on the Rift. You should see a fully head tracked skybox.
- Build your game!
Getting Started (Mac)
5.1.0p1 onward works with Oculus Runtime 0.5.0.1-beta on Mac (10.9+). It is functional, but there is a tearing issue that we are fixing in a future build (I donât have a timeline on this yet). We plan to still support mac via 0.5.x runtime, but as Oculus announced, Windows + Gear VR is where Oculusâ primary focus will be for the near future.
Since MacOS does not currently support direct rendering, adjusting your display settings to rotate the Riftâs display by 90 degrees is necessary for the DK2. The display settings are located in System Preferences->Displays.
Getting Started (Gear VR)
- Be sure that you can deploy a Unity app to your Note4 or S6 (see Getting Started with Android Development)
- You do not need to install anything extra on your machine to deploy to GearVR.
- Create an empty project.
- Switch your build platform to Android. Open menu Edit â Project Settings â Player. Select Other Settings, check the Virtual Reality Supported checkbox.
- You must include an Oculus signature file in your project.
- Build and run. Insert the device into your headset and see the skybox with head tracking.
What to do if youâre having problems
If you canât get the blue oculus demo scene to run on windows / osx, please visit the Oculus forum to troubleshoot the Oculus Runtime.
If you canât get Unity to work even though the oculus demo scene works, check the Editor and Player logs before submitting a bug with these attached. Alerting us of the case # on the forum here is encouraged so that other users can find details as well.
If you are having an issue with Gear VR, it is most useful to see a full logcat. These can be quite verbose, but editing / filtering them can cut out valuable information.
Feedback
If anything is missing from 5.1 Unity VR that makes it difficult to ship your game, please continue to let us know in this forum. Unity VR will continue to evolve and we want to make it as easy and powerful as possible.