It can be tricky getting Unity and the Rift to work together the first time. Below are the steps that worked for me.

Download

Step 1. Downloads you’ll need:

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  • Download / Upgrade to Unity 4.5. (I have 4.5.2f1)
    Oculus Unity SDK documentation: 1.1 Requirements
    You must have Unity Pro 4.5 or later installed on your system to build the Unity demo.
  • Download the Oculus Runtime
  • Download the Oculus Unity SDK

Much of these instructions can be found within the Oculus Unity Integration Guide (part of the Oculus Unity SDK download).

Step 2. Install and Configure the Oculus Runtime:

After installation, it will ask you to reboot (presumably this is for the new Direct HMD driver). Do that.

Then run it START – Oculus Runtime – OculusConfigTool

Note: If a firmware update is available you should install that now.

Note 2: If you want to set your height in a profile you can do that now also.

To work within the Unity Editor you have to use Extended Desktop (not Direct HMD Access):

Tools – Rift Display Mode…

Click Apply to save that.

Step 3: Check the Rift resolution is correct:

Now your Rift will appear as a normal monitor to Windows. For me, that also meant the Windows guessed the incorrect resolution. Adobe flash player 10 mac.

So open Screen Resolution, and set it to 1280×800 (DK1) or 1920×1080 (DK2):

Oculus Rift Resolution

Step 4: DK2 Low Persistence needs 75Hz Refresh Rate

Low persistence reduces pixel ‘smear’ and motion blur.

If you have a DK2, when running in extended desktop mode there is a good chance the refresh rate has defaulted to 60Hz – it needs to be 75Hz.

A discussion about this is here and here.

  • Option 1: Windows Screen Resolution control panel:
    Open the Screen Resolution, right click on the Rift display, open properties. Under the Monitor tab, Set Screen Refresh rate to 75Hz.
  • Option 2: NVidia Control Panel:
    Right click desktop, open NVidia control panel, and under display you can select resolution and refresh rate. If 75Hz is not available you can click the customise button and enter 75Hz.
    (from this post)
  • Option 3: AMD Catalyst Control Center:
    Right click desktop, open Catalyst Control center, and under Desktop Management tab, choose Desktop Properties. Choose your Rift Display (Desktop 2) and set the Refresh Rate to 75Hz.

Step 5: Installing the Oculus Unity SDK:

Unzip the SDK.

I recommend copying both Unity packages to your Unity Standard Packages folder, that way they will both appear in the New Project Wizard.

Copy OculusUnityIntegration.unitypackage and OculusUnityIntegrationTuscanyDemo.unitypackage to the Standard Packages folder which is in your Unity Editor folder.

Typically here: C:Program Files (x86)UnityEditorStandard Packages

Note: If you don’t see it, make sure the folder is correct, view the properties on your Unity shortcut and verify the folder path.

Step 6: Creating the Tuscany Demo:

Launch Unity, and name your project (eg: Hello Tuscany) and checkmark the Oculus Tuscany Demo package.

Step 7: Disable Direct3d 11:

You need to make sure Direct3d 11 is disabled, otherwise you will see a black screen.

Oculus Unity SDK documentation: 4.4.3 Editor Work
If you plan to run your application in the Unity editor, you must use extended mode. A black
screen will appear if you run it in direct mode.

Oculus Demo Games

(And discussed here)

Edit – Project Settings – Player Settings:

Make sure “Use Direct3d 11″ is unchecked:

Oculus Unity Tuscany Demo Download

Usb 2.0 serial driver windows 10 64 bit. Also make sure Time Warp is check marked in the OVRCameraController (a child of the OVRPlayerController)

Easydnc 5.0 activation code. Step 8: Setup a Game view on your Rift screen:

When you hit RUN you won’t see anything on your Rift, only in the main monitor within Unity.

What you need to do is move the Game view to the Rift monitor in full screen mode.

What I do is have 2 Game views, one for the main monitor and one for the Rift:

  • First, I recommend reseting your view back to default to make sure you have no rogue windows hanging around:
    Window – Layouts – Default
  • Add a new Game View beside the current one:
    Tabs Menu – Add Tab – Game
  • Now full screen on Rift view can be tricky, so follow these steps:
    – Make sure your Rift is powered on and looking through it you see the desktop
    – Drag the Game view tab OUTSIDE of Unity, but NOT onto the Rift display
    (Optionally make resize is smaller if you prefer)
    – Position your mouse just to the left of the maximise button (to the left of the close button).
    – Tap down (to drag), Hold your Rift to your eyes, and drag the game view onto your Rift until you see the mouse pointer.
    – Release the drag, move the mouse to tap on maximise and your set

There are some other bugs in SDK 0.40 that can cause a black view:

Only use “Free Aspect” with the Game View. Setting 16×10 (DK1) or 16×9 (DK2), or a specific resolution (eg: 1280×800) will result in a black screen.
(as discussed here)

Finally, Exit Unity to double check the window position was saved for next time

Game tab

Step 9: Play Tuscany:

Projector for macular degeneration. Re-open Unity, press PLAY button and put on your Rift.

That’s it.

Store

Enjoy Tuscany! And enjoy being able to see the Game view in the editor as well:

Comments

  • Hello! Apologies for the issue. Looking into it!
    If you find a solution, please post.
    0
  • Hi there -- in order to help us track this down and get it fixed, can you give us a few more details about your machine?
    Go to the Apple menu -> About This Mac -> More Info.. -> System Report
    On this screen, the 'Hardware Overview' should be visible, can you reply with the 'Model Identifier' listed there? For example, 'MacBookPro11,3'.
    Then on the left list, under the Hardware view, can you select 'Graphics/Displays' and give us the name of all video card chipset models that are visible? For example, 'Intel Iris Pro', 'NVIDIA GeForce GT 750m', etc.
    Finally, just so we can debug this with a known working demo, can you download the mac version of this Tuscany demo and verify that you are still seeing the problem:
    https://share.oculus.com/app/oculus-tuscany-demo
    (When you launch it, select 'Fastest' settings.)
    Thanks!
  • Hi there -- in order to help us track this down and get it fixed, can you give us a few more details about your machine?
    Go to the Apple

    I think I've found the problem!
    ..
    I'll get my coat.
  • Here is the info you asked for. I did notice that on the CyberSpace demo if I put the computer on 'mirror' display it works perfect. However on extended display the right eye is black.
    The Tuscany demo works on extended display and both sides work great, but the HMD is not detected. When I move my head around nothing happens. Very strange.
    Model Name: MacBook Pro
    Model Identifier: MacBookPro10,1
    Processor Name: Intel Core i7
    Processor Speed: 2.7 GHz
    Number of Processors: 1
    Total Number of Cores: 4
    Intel HD Graphics 4000:
    Chipset Model: Intel HD Graphics 4000
    Type: GPU
    Bus: Built-In
    VRAM (Dynamic, Max): 1024 MB
    Vendor: Intel (0x8086)
    Device ID: 0x0166
    Revision ID: 0x0009
    gMux Version: 3.2.19 [3.2.8]
    Displays:
    Color LCD:
    Display Type: Retina LCD
    Resolution: 2880 x 1800
    Retina: Yes
    Pixel Depth: 32-Bit Color (ARGB8888)
    Main Display: Yes
    Mirror: Off
    Online: Yes
    Built-In: Yes
    NVIDIA GeForce GT 650M:
    Chipset Model: NVIDIA GeForce GT 650M
    Type: GPU
    Bus: PCIe
    PCIe Lane Width: x8
    VRAM (Total): 1024 MB
    Vendor: NVIDIA (0x10de)
    Device ID: 0x0fd5
    Revision ID: 0x00a2
    ROM Revision: 3688
    gMux Version: 3.2.19 [3.2.8]
    Thanks for your help.
  • Are you still running into this issue? Are you able to briefly test the headset on another machine to rule out any issues with the headset?
    We're trying to reproduce the problem here -- will keep you posted if we find anything that could resolve this for you.