Building Rift Applications

This section describes the steps necessary for building Rift apps in Unity.

Build Settings

Click on File > Build Settings... and select one of the following:

For Windows, set Target Platform to Windows and set Architecture to either x86 or x86 64.

We recommend unchecking Development Build for your final build, as it may impact performance.

Build Settings: PC

For Mac, set Target Platform to Mac OS X.

Build Settings: Mac
Note: Be sure to add any scenes you wish to include in your build to Scenes In Build..

Player Settings

Within the Build Settings pop-up, click Player Settings. In the Other Settings frame, verify that Virtual Reality Supported is checked. All additional required settings are enforced automatically.

Player Settings

Quality Settings

Navigate to Edit > Project Settings > Quality. We recommend the following settings:

Pixel Light Count

3

Texture Quality

Full Res

Anisotropic Textures

Per Texture

Anti Aliasing

2x or 4x Multi Sampling

Soft Particles

Deselect

Realtime Reflections Probes

Select

Bilboards Face Camera

Select

The Anti-aliasing setting is particularly important. It must be increased to compensate for stereo rendering, which reduces the effective horizontal resolution by 50%. An anti-aliasing value of 2X is ideal, 4x may be used if you have performance to spare. We do not recommend 8x.

For more information on our recommended settings, see Best Practices for Rift and Gear VR.

Build and Run the Application

In the Build Settings dialog, click select Build. If prompted, specify a name and location for the build.

To run your application, you must allow apps that have not been reviewed by Oculus to run on your Rift:

  1. Launch the Oculus app
  2. Click the “gear” icon in the upper-right
  3. Select Settings > General and set Unknown Sources to allow. When prompted for confirmation, select Allow (check mark).

You may wish to disable the Unknown Sources option when you are not doing development work.

Note: If you have run an application from an unknown source at least once, it will then appear in the Library section of Home and the Oculus app, and may be launched normally, as long as Unknown Sources is enabled.

To run your application, navigate to the target folder of your build and launch the executable.