The app detects the headset and the head tracking works. I can move around an empty scene with WASD mode. I can't see any of the UI in the headset so have to look at the mirror image on the monitor to interact. You're probably going to need a floating UI in front of the camera. When I add a character to a scene placement is done with head tracking; I just look at where I want the character to go. However, once the character is placed their skeletal gizmo is still bound to the head tracking position and separates from their body. I've tried loading several poses from the cloud but the app will either crash during load or shortly after the scene loads. They work fine in normal mode without the headset. Also, I was very big due to the IPD. This can be changed in the Oculus Config utility but you'll probably want a slider to change the IPD in the app so people can change from feeling like giants or pixies.
I'm using a DK2 with runtime 8.0, Windows 10 64-bit, GPU drivers are version 361.75. CPU i7 920. GPU GTX 980.
Comments
If you run the app at fastest graphic settings, and if you disable everything in Menu > Graphics, does that have any affect at all for loading poses?
"vr working new ocean house BB"
Just search user Barry Burton or oculus in browse interactions to find it
I can get this to work in VR by using this following method....
1.Turn on oculus
2. Launch game, when you see (new ocean house hallway) in game menu is loaded and you can see head tracker is moving you can turn off your headset.
3.look at pc monitor in mirror mode.
4.click select pose button and in the search bar type in "oculus" my scene will be there
5.Once the scene loads,click menu then click edit interaction.
6.next mouse click on any ik handle in the scene once.
7.press h to disable the UI on monitor.
8. Now turn your oculus headset back on while on a stable surface and wait for the system to load don't move your head until headtracker software is completely reinitialized.
9.press h to enable the UI
10.hit the test button and watch the scene animation.
if it hasnt locked up good job put on your headset and enjoy the VR scene.
I am running a win764bit system with a I7920 cpu (oc to 3.6ghtz) and gtx980 video card.
Hopefully you won't have to do all those things in the future.
There are many issues and it's hard to know the cause[s]. Basically I don't get any error message or anything at all, everything just crashes. I think this might have to do with confirmed bugs that arise in certain complex situations. I've gone through reported bugs in the unity issue tracker, and I suspect some of them might have something to do with what we're experiencing. These bugs have high priory so Unity must fix before their next final release.
I'm pretty sure our issues have to do with bugs in the engine. The problem is trying to reproduce it in a controlled environment. I'm guessing it has to do with a very complex sequence of events that cause the engine to crash. For example, right now there is a confirmed bug in Unity that will cause it to crash if you do this:
1. Load a scene
2. This scene loads another scene (additively)
3. This last scene creates a gameobject
This will cause the engine to crash. Source.
Finding and isolating issues such as these is very hard. I wasn't able to recreate our specific issue in a clean test project, but it might have something to do with the ones already reported in the issue tracker. Basically, I decided we don't have more time to spend on this right now, and with some luck our issues might magically go away once Unity releases a new version.
If it isn't fixed by the next version, we will divert more resources trying to recreate our issues in a clean project, so we can report the bug to Unity.
In other news, we managed to get Unity to acknowledge the dynamic lighting bug, so hopefully it will be fixed very soon.
Basically, procedural materials (dynamic pre cum) don't work so well with VR. I'm disabling them if VR is attached until Unity fixes this issue.
I have submitted a bug report.
https://yiffalicious.itch.io/
I'm a huge fan of Yiffalicious and I'm super, super excited for VR support. I have an HTC Vive arriving some time next month and I was wondering if you might be adding SteamVR plugin to Yiffalicious.
https://www.assetstore.unity3d.com/en/#!/content/32647
"The SteamVR SDK allows developers to target a single interface that will work with all major virtual reality headsets from seated to room scale experiences. Additionally, it provides access to tracked controllers, chaperoning, render models for tracked devices, and includes examples for using Unity's various UI systems in VR. SteamVR's compositor allows you to preview your content in VR using Unity's play mode, while leaving the normal game window to act as your companion screen on the main monitor."
It would seem like an easy way to support most major VR headsets. In addition, I think being able to walk around a furry orgy in roomscale VR would be very.... compelling.
I know it's not on the top of your priority list at the moment, but I'm looking forward to full support.
Let me know if you need anyone to test with a Vive.
Thanks!
Unity already supports all major HMDs as of late, so there's no point in using that asset. Yiffalicious will support Vive.
0.5.2 will bring major improvements to VR in terms of stability.
Is there any chance of supporting room scale VR or is it mostly seated for now?
- Yiffalicious detected the DK2 right away. I have Windows 10 and runtime version 0.8
- The game loaded ok and while the quality is ok, the movement is a bit blurry and jerky. I'm not completely sure, but I think the movement on screen wasn't jerky, only on the DK2.
- I can't load any interaction, it loads until 99% and stays here forever.
- I tried to create a simple interaction, and after inserting two characters and pressing play, it cicled one thrust animation and the entire game froze.
- After I kill the frozen Yiffalicious, I can't start it with the DK2 on, it shows the Unity splash, I click on the two continue buttons, and then freezes on 99%. I have to start with DK2 off, do a clean exit and then I can try again.
As I know VR isn't a priority right now, I'll just wait for the next version to try again.Worked using the method said above (only got a couple scenes working, all the rest crashed. Using the POV its some quite an impressive experience).
BUT: Oculus consumer version is here, with their SDK 1.0. None of previous builds with older SDKs are compatible with 1.0, so you will need to implement it to the commercial version. So right now yiffalicious just wont dettect the oculus device.
In any case, and after having tested it, I would give a nice priority to VR, because it REALLY turns some nice looking porn game into a NEW experience.
AMD FX-8350 (8 cores at 4Ghz)
16Gb RAM
Windows 10 64 bit (fast ring, now on build 14295)
Radeon R9 390 8Gb
I used the Oculus runtime 0.8, I can't get 1.0 to detect the DK2 on my computer.
installing every version,
REinstalling every version,
reinstalling my HTC Vive.
so as you can probably see i'm at a point where i need a bit of help.
if you could give me some advice i would be appriciated.
Btw. the game works just fine without Vr
Please share your log.
https://pastebin.com/XbBw0xFT
If you disable tessellation in the graphics settings, does that make any difference?