Setup guide
Unity | Known Issues and Troubleshooting | 39
Known Issues and Troubleshooting
This section outlines some currently known issues with Unity integration that will either be fixed in later releases
of Unity or the Integration package.
A work-around may be available to compensate for some of the issues at this time.
PC
Targeting a Display
To run your application on the Rift in full-screen mode, use the <<AppName>>_DirectToRift.exe file located next
to your standard binary. It works in direct and extended modes. You should include both of these files and the
<<AppName>>_Data folder when publishing builds.
To enable Rift support, the internal OVRShimLoader script forces your builds to 1920x1080 full-screen resolution
and suppresses Unity's start-up splash screen by default. You can still access it and change the settings when
running your plain executable (<<AppName.exe>>) by holding the ALT key immediately after launch. To disable
this behavior, navigate to Edit Preferences... > Oculus VR and uncheck the Optimize Builds for Rift box.
Direct-Mode Display Driver
When the driver is in direct mode, Rift applications run in a window and are mirrored to the Rift. You can disable
this behavior by turning off OVRManager.mirrorToMainWindow.
Editor Workflow
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.
The Build & Run option (CTRL + B) is not recommended in any driver mode. We recommend you build a
standalone player without running it and then run the <<AppName>>_DirectToRift.exe file produced by the build.
Mobile
Game scene is missing or just renders the background color when pressing Play in Unity.
Check the [Project Path]/Assets/Plugins/ folder and make sure that the Oculus plugins have not moved. See the
Unity console for additional information.
After importing the latest Oculus Unity Integration package, your game is generating exceptions.
It is possible there were changes made to the OVR framework that require you to update your camera prefabs.
The easiest way to do this is to compare the changes between the Camera Controller preb you were using
(OVRCameraController or OVRPlayerController) and the new one and compare changes.
After importing the latest Oculus Unity Integration package your existing OVRPlayerController transform is
changed.
It is possible there were changes made to the OVR framework that may cause the OVRPlayerController
transform to be swapped with the child OVRCameraController transform. Swapping the values back should
fix the issue.










