Adding Oculus to our HTCVIVE project!

Welcome to Fantabula!

The story of how we made one of our scenes work with the Oculus as well as HTCVIVE.


We picked VRTK to get us around in VR, firstly, because there were a lot of ready scripts for awesome UI interaction, but secondly, because it could switch between VIVE/OpenVR and Oculus headset use. Or … that was the hype.

Now, we see how it plays out.

Keep in mind that VRTK development stopped being developed for over a year, but then just in April 2018 Oculus funded it to continue. This is good news, but I don’t think it’s been updated yet for the latest Unity. But that’s partly why I’m still running Unity v. 2017.1.1f1.

More evidence to support this article:

Why You Should Use VRTK as your SDK

So, what do you have to do, once you’ve installed VRTK in order to activate the Oculus so it will work?


First, I just exported one scene of our game, Fantabula, to try the Oculus SDK in. Right now, Fantabula is running in OpenVR / SteamVR and compatible with the VIVE, using VRTK SDK. There are 5 scenes (including our own credit scene–that’s right–a separate scene for our credits, but I didn’t want to complicate this (more than it is). See our article:.

Lareena’s Amazing Credits Room


We had tried it previously and had some trouble, mostly doing the build. This took an incredibly long time and at first we thought this had been caused by the Oculus SDK so we took it out. But it took the same amount of time to build without it, so I concluded that it wasn’t the fault of the Oculus SDK.


Hence, the decision to try again.

The other hesitation is that I’m a VIVE user, as is Carolyn. I don’t have the Oculus, and Carolyn had an old version without working controllers. So, debugging would be extra difficult. But we decided to call for some help trying it out, using Reddit.




Those who helped us try it out said that it was working for them.

Here is the process I used to get it working on both platforms.


Just to make sure I had the latest VRTK and SteamVR, I deleted those and reinstalled them. I had to make a few adjustments to my scene (I had chosen “Kezaria” for this) in order to make it work as a standalone scene.


I used the following VRTK tutorial to help me install the Oculus SDK.








This involves going to the Oculus site and downloading two packages, first the Oculus OVR and secondly, the OVR Avatar SDK. In the above tutorials, he says that it’s not compatible with the latest version of those packages and suggests an earlier version. However, the tutorial was over a year ago, so I decided to go with the latest of each and hope those bugs had been ironed out. And so far, it seems to be working. If you try it and run into trouble, try dialing it back to the recommended version.



The first time I imported these Oculus OVR / Avatar. I got a sh@t ton of errors, most of them seemingly linked to the Oculus “Samples” folder. So I deleted it, and the errors vanished. Voila!



Please note, I’m using VRTK to build the player in all these scenes and it is the backbone of using both the VIVE/OpenVR along with the Oculus together in one app. You can enjoy the magic of this yourself by downloading “VRTK” from the Unity Asset store. Then check out all the detailed tutorials beginning with:

Teleporting 001: The Basics




Also, please note that I am using an older version of Unity, namely: v. 2017.1.1f1.

I’ve been designing this game for over a year and we worried that updating might bring about more incompatibilities (especially since we were using VRTK and for awhile they had stopped development), so we decided to wait until we finished this game. So, things might go differently with a newer version of Unity.



I looked under the VRTK_SDKManager that I’d set up and saw that Oculus was not “enabled”. I went to BuildSettings, then PlayerSettings and added Oculus to the VirtualReality SDK’s. I put this first, figuring that, after all, this was the Oculus version. I made a build and … it didn’t work. I went back to troubleshoot. I discovered that my “SDKSetupSwitcher” had been disabled, so I clicked that back on. Also, I went back in and read some about the problem via the internet. Found a helpful article that said that “OpenVR” must be first in the list. Then I reordered it, and–presto–it worked!






The setup for the Oculus will need to be finessed a bit. Either you need to add an “OculusVR” VRTK setup, or, if you did like I do (lazily copy the setup from the Sample scenes of VRTK) then you will need to go back to the Sample scenes (for some reason this works) copy out just the “OculusVR” portion (under “VRTK_SDKManager/SDKsetup” and delete the corresponding one in your scene and replace it with the new one. This fixed my problems.


Now, it was ready to try out. So I uploaded it for Carolyn.



So, the first build we did: Carolyn fell to her death. Her avatar started somewhere in the sky and fell infinitely down. So, back to the drawing board.


I’ve had this problem before and checked the “OculusVR” piece of the “SDKSetup”. Sure enough, it was at the edge of my map, instead of in the center, where my “SteamVR” setup had been placed. Make sure that the “OculusVR” and the “SDKSetup” transform are both set to 0,0,0. “OculusVR” is a child of “SDKSetup” and that is a child of “VRTK_SDKManager” and that one is set to the exact location in the game that you want.


When I repositioned it and tried again–Carolyn survived!


When you go to build the program, double check the Build Settings / Player Settings and make sure “OpenVR” is at the top, because, for some stupid reason, “None” keeps repopulating at the top. I hate that. Always check it.


We ended up building each scene separately then doing it together as a whole because once you’ve built the scene, it goes much faster the second time. Also, we deleted our library prior to doing either of those things, just to have a fresh version.


Once we did all those things and uploaded it to and linked that to the Reddit page, we got responses saying that it did work, which was very gratifying.

The Monster
The Monster


This is the VIVE only version


KEZARIA ON ITCH.IO         (Oculus & VIVE)

This is the Oculus version, but it should also work with the VIVE. That remains to be tested, and much more testing will need to take place before we get too complacent that our work has been done.

Try out our program, and let us know what you think — we are eager for feedback!