Oculus Rift


Oculus Rift is supported in Humanoid Control and InstantVR version 1.0 and higher.


Oculus Rift DK2 and CV1 are supported.

Operating System

This extension supports Oculus Rift on Microsoft Windows. Ensure PC, Mac & Linux Standalone is selected as platform in Build settings


Oculus Runtime for Windows version 1.3 or higher is required.

The runtime can be downloaded from the Oculus download page.


Virtual Reality Supported should be checked in Edit Menu->Project Settings->Other Settings and the Oculus VR SDK should be added to the Virtual Reality SDKs.

If you intend to use SteamVR too, it is suggested to put the Oculus VR SDK on a higher position than the OpenVR SDK, because in that case the Oculus SDK will be used when a Rift is detected. As SteamVR also supports the Oculus Rift, SteamVR will be chosen when the OpenVR SDK is positioned higher even when a Rift has been detected.


The script IVR_UnityVR should be added to the character’s GameObject. It is suggested to use one of the MH_VR… prefabs found in the InstantVR/prefabs folder as a starting point.

Humanoid Control

If a custom Head Target is used, ensure that the First Person Camera is selected on the Head Target.


By default, the primary position will be set at (0,0,0) which results in that the Oculus Calibration information will be used. This will be sufficient in most cases.

It is possible to set the sensor position manually though. This position is relative to the player’s position. If the camera is 1 meter in front of you at a height of 1.8 meter from the ground, the sensor position should be set to x = 0, y = 1.8, z = 1.


The real world position and orientation of the primary Oculus sensor can  be set using the Tracker Position/Tracker Angles parameters in the IVR_UnityVR script.

Humanoid Control

The real world position and orientation of the primary Oculus sensor is set by placing the Oculus Sensor GameObject in the appropriate position within the Real World GameObject

During gameplay

The sensor position and orientation can be calibrated during gameplay by calling the Calibrate() function on the InstantVR or HumanoidControl object.

When using the InputHandler example script, this function is called when the Tab key on the keyboard is pressed or when the two Option buttons on any controller are pressed simultaneously.

2 comments on “Oculus Rift
  1. Gareth Owen says:

    Your class names clash with the leap motion skeletal asset making it a complete headache!? :/