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Native VR support for Unity 5.2

Discussion in 'AR/VR (XR) Discussion' started by HamFar, Oct 1, 2015.

  1. HamFar

    HamFar

    Joined:
    Nov 16, 2014
    Posts:
    89
    Is it the case that Unity 5.2 absolutely requires SDK 0.7.0 for native VR support?

    All of a sudden, I am getting a full blown crash whenever I run/play my project with the native VR support in Unity 5.2.0f3 and Oculus version 1.7 (SDK 0.6.0.1) which has never happened before, until today out of the blue. No change made to anything to do with VR or Oculus that might have triggered it, hence my confusion...

    This is what I get on the log:

    Unity Editor [version: Unity 5.2.0f3_e7947df39b5c]

    OVRPlugin.dll caused an Access Violation (0xc0000005)
    in module OVRPlugin.dll at 0033:eb9a3b9a.


    My PC and GC:
    - Windows 7
    - Nvidia GTX980 Ti
     
  2. Todd-Wasson

    Todd-Wasson

    Joined:
    Aug 7, 2014
    Posts:
    1,077
    I just upgraded from 5.2.0f3 (0.6 runtimes) to 5.2.1p2 (0.7 runtimes) and am also having problems. Frame rate is not acceptable anymore and Unity hangs every time I stop in preview mode. 5.2.1p2 is completely broken as far as I'm concerned, so I'm just going back to 5.2.0f3 with 0.6.
     
    HamFar likes this.
  3. Todd-Wasson

    Todd-Wasson

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    Aug 7, 2014
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    1,077
    To answer your question, 5.2.0f3 uses 0.6 Oculus runtime. So no, don't upgrade to the 0.7 runtime.

    Unfortunately I don't have an answer on your specific error though other than to make sure you're using 0.6 Oculus runtime. Sorry.
     
    HamFar likes this.
  4. HamFar

    HamFar

    Joined:
    Nov 16, 2014
    Posts:
    89
    Thank you Todd. What you did was exactly what I did: upgraded from 5.2.0f3 (0.6 runtime) to 5.2.1p2 (0.7 runtime) and ended up with NO functionality in Oculus. Now, back to Unity 5.2.0f3 and SDK 0.6.0.1
     
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  5. Todd-Wasson

    Todd-Wasson

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    HamFar likes this.
  6. HamFar

    HamFar

    Joined:
    Nov 16, 2014
    Posts:
    89
    wow... Sorry to hear about all these problems. I guess I should never leave Unity 5.2.0f3 and SDK 0.6.0.1 again!
     
  7. Todd-Wasson

    Todd-Wasson

    Joined:
    Aug 7, 2014
    Posts:
    1,077
    We'll all have to eventually. There's stuff in 5.3 that I really would like to use (Speedtree billboard performance improvements, real time ray traced reflections and other cool stuff), I'm just going to hold off longer until they've got 0.7 sorted out a bit better.
     
    HamFar likes this.
  8. Dreamora

    Dreamora

    Joined:
    Apr 5, 2008
    Posts:
    26,601
    Keep in mind that depending on your OS version, you will need to install additional drivers for AMD / NVIDIA to actually get the driver VR support running on which 0.7.x relies on by default - that can easily cause crash problems or in case of outdated NVIDIA drivers major performance degrade as NVIDIAs Gameworks VR support is patched and optimized heavily on a near weekly base right now. Sadly I've to say that if you don't happen to have a GTX960+ gen card, you have no problems and very high framerates (I am on a GTX Titan and its flying like crazy) so I would double check the graphics drivers if I were you (especially that you completely wipe out windows 8 / 8.1 / 7 drivers if you are on win10) or see to disable it somehow
     
    Last edited: Oct 8, 2015
    HamFar likes this.