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Great news! The Unity Free integration for Oculus is now available.

The Unity Free integration for Oculus gives you access to the exact same Oculus features as users of Unity Pro. You can use Unity 4.6 and the Oculus integration package to deploy any sort of VR content imaginable to the Rift!

Once you’ve got your hands on it, getting started is easy. Just import the Unity 4 Oculus integration package into Unity, open the demo scene and get going.

The release supports Windows, Mac, Linux and Gear VR with full access to LibOVR through a pure C# wrapper.

Features include:

  • High-quality in-editor VR previews

  • Simple direct-to-Rift rendering

  • Lens correction, TimeWarp, and dynamic prediction from LibOVR/VRLib

  • Layered camera support for cockpits, UI, etc

  • Cross-platform support for XInput controllers

  • Consistent IPD and head model for comfort at all world scales

  • Dynamic prediction with the DK2 Latency Tester

  • Utilities for locomotion, Tracker access, and Rift status

More detailed instructions, tips and tricks are available here. Fellowship and help are available from the Unity section of the Oculus forums.

At Unity we were enthusiastic Oculus Kickstarter backers, and we’re working closely with Oculus to optimize frame rates on games made with Unity and deliver the best possible workflow experience to all our users.


P.S.: For anyone wondering about Gear VR deployment with the free version of Unity, see here.



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  1. I have 2 questions,
    – Could we edit our 3d modeling in unity while wearing Oculus rift?
    – Does Oculus rift integrate with other programs for architects like CAD, 3ds Max or sketchup?

  2. ..One doubt that..What does Consistent IPD and head model mean?

    1. IPD = Interpupillary distance (space between your eyes) — it can be tweaked per user for better comfort. The final rendered images will be that distance apart.
      The head model takes into account translation when you turn your head. When you look around, your eyes don’t just rotate, they actually translate a bit too.
      What the bullet point gets at is that when scaling is applied, these things can get out of sync with the real world. That is now handled correctly.

  3. When you use Unity5, you would have to delete the OVR x86 folder from your assets and also delete the MainMenu.cs from your assets.
    And you would only have to drag your OVRPlayer into the scene, not the OVRCameraRig.
    This way it also works with Unity5.

  4. Nice!

    Another free feature for an awesome tool!

    Thanks UT

  5. Nice!
    If only my DK2 didn’t make me vomit are after 5 mins :(

    Life on the bleeding edge is tough ;)

    1. Go easy.
      -start with short periods in virtual enviroments;
      -try to have your 2 feets on the ground;
      -sometimes touch with your hands on your desk and in yourself;
      -don´t play looping games;
      -drive foward and back several times to your brain understand de dinamic.
      -ajust the sensitivity of the axis… not to slow… and not to fast.


  6. Does this mean I can finally develop with the Unity Editor when usng the Rift’s Direct Mode?

    This is my biggest problem so far, the extended mode with DK2 as primary monitor is annoying as f*** when all the new windows start showing up in the Rift :(.

    1. Well I’m not sure they have solved it or not but while using extended mode you can use Open Boradcaster (OBS) to show the content of Rift display on the main display, that has done the job for me so far. but I’m looking for a Direct to Rift option in editor too.

      1. Why would you need to do this? Just use the Rift in extended mode, and drag the window to the Rift’s monitor, and maximize it. Then open a second Game tab in Unity (right click top right corner), and now you have the same content on your main monitor and on the rift.

        1. People need to do this because it’s very inconvenient to drag that window over to the rift and maximize it. Also if one uses the dragging method, the Unity editor window is still visible in the rift, so the experience is very different from a fullscreen rift game.

  7. In fact, nothing has changed in Unity in recent versions, I’m referring to bugs, not new features.

    The heightmap bug, that reversed him, someone checked or repaired? No, it seems that the area of the heightmap there, is forgotten.

    Come here, is already 2015 and where is the support for ultra-high resolution textures (8096×8096, 16384×16384)? Oh, I forgot already have support for them, but in CryEngine … LOL, in Unity, will stay for eternity in 4096×4096.

    And when you want to update the texture of an object, say, a hero, you have to delete and manually import the texture because the “reimport” and the “refresh” from “project” tab is DONT WORK. D O N T W O R K !!!

    The Unity browser or importer of assets/plugin is a TRASH, it takes forever to enter, extremely slow, someone said it is problem on the network adapters or Hamachi, VMware drivers, etc. Bullshit, fix this garbage, annoys me.

    But someone might say, has a plugin or script that can do this or that, it supports high resolution textures, since it divides the textures, bla, bla, bla … But the price is horribly expensive. Not to mention that it should have the support of own Unity, and not trough plugins, this mentality is wrong, this discourages the evolution and maturation.

    The Unity developers leave everything to companies or third party programmers, it seems to me that they leave defects intentionally, forcing us to buy plugins, to make the things work. This is why the Unity continues the same thing, and to disguise, they add a fly to the software, then make a huge noise, as if that were the 8 wonder of the world.

    And you know what is worse, nothing will change that.

    (And I will not post on the forums, or in the feedback area, it is a waste of time too, no one pays attention, and I post where I want.)

    1. Dude I understand your frustrations but this is not the place to do this. They actually do listen on feedback.

    2. @edgarr, Unity team leave some bugs for users to solve and earn money. I myself asked their physics engineer to explain how to prevent ragdoll from stretching on high velocity, but he ignored me. Seems to be PhysX 3 or custom physics should fix that . . . Anyway, thanks for Oculus Rift for Unity Free. I hope it will be in 4.6.2!

    3. Hi Edgar!

      It is a shame that you won’t post all of this in the feedback section or log bug reports. How are Unity’s Engineers expected to fix problems that you haven’t flagged up in the relevant methods of communication? Have you communicated these issues at all to Unity?

    4. “(And I will not post on the forums, or in the feedback area, it is a waste of time too, no one pays attention, and I post where I want.)”

      Tell you what buddy. Go write your own engine or go use cryengine and be limited by WHAT that can do. All engines have limitations. Your attitude is disgusting.

  8. Nice! Only problem is getting one device for testing :P… or is it safe to develop even without one? (using the “High-quality in-editor VR previews”?).

    1. You would need a device to develop right now.

  9. So excited. Been waiting for a few months. Good work guys.

  10. Is the jittering UI problem fixed?

    1. As long as you are rendering at the appropriate rate (75hz on dk2), you will have a smooth experience. I’m not aware of any UI specific issues.

  11. Nicely done! Good job. What about those who already use Unity 5?

    1. The unity software wasn’t changed in this update, it was the oculus sdk that was updated to access the content and features we need to develop VR content.

  12. This is amazing!!!!!!!! I have been waiting for this for about a month now!!! Both of my games will be on my gear vr by the end of this week!! :D