See below for the latest developer release notes. If you have questions and/or feedback on any of these updates, feel free to comment below or post on the
Developer Forum.
New Features
Use customized XML to define security configuration for Android instead of using Oculus-generated XML.
Improvements
OVRManager requires Unity version 2018.3 or higher.
Bug Fixes
Added support to trigger the RecenteredPose event in stationary experience or when there's no guardian set up.
Fixed the return value for the GetHmdColorDesc()
method to Unknown
for macOS or any other unsupported platforms.
Fixed in-Editor MSAA setting forced off when using XR Management.
Fixed a race condition in which bone pose updates are retrieved before the mesh is bound to the skeleton causing issues with the appearance of the skinned mesh component.
Integration Changes
Ended support for Unity version 2017.4. The minimum supported Unity Editor version for Oculus development is 2018.4.
Updated the Oculus Unity Integration package to v18.0, including:
Updated OVRPlugin to 1.50
Updated the Audio Spatializer to 18.0
Updated the Platform integration to 18.0
Updated the Avatar integration to 18.0
Updated the LipSync integration to 1.43
License Update
New Features
On mobile devices, you can shorten the deploy cycle by enabling the
Deploy compiled .so directly to device (Oculus) setting. For more information, see
Reduce App Deploy Time.
Added a new build feature based on
FASTBuild that uses distributed computers to reduce the compile time for Unreal Engine projects. For more information, see
Improve App Compile Time.
Improvements
Added an error that displays when Support Vulkan is checked in Android platform build settings and the Oculus target device is an Oculus Go.
Optimized the splash screen to display earlier in the loading cycle and work as expected.
For mobile, cleaned up XML tags in the manifest and fixed an issue with the focus-aware tag not being added for disabled situations.
Mobile : Saved ~100Mo (Vulkan), ~30Mo (OpenGL) of GPU RAM by removing a backbuffer allocation, merging MobileMultiviewSceneColor with SceneColor (same for depth), and not creating the non-MSAA shader resource for depth buffers.
Mobile : Saved ~0.5s of startup time by enabling stereo on the first frame, initializing sRGB flag to true, and requiring MSAA to be set in project settings instead of auto-set. See the Quickstart for this setting.
This is a maintenance release with bug fixes and performance improvements.
This is a maintenance release. There are no developer-facing changes in this release.
A new ovrLayerType
flag, VRAPI_LAYER_TYPE_EQUIRECT3
, and corresponding structure ovrLayerEquirect3
, have been added to the API. This allows specification of an equirectangular texture with a non-infinite radius at a specific location.
The ovrSystemStatus
type, VRAPI_SYS_STATUS_DOCKED
, has been deprecated and removed from the API.
The ovrSystemProperty
type, VRAPI_SYS_PROP_EXT_SDCARD_PATH
, has been deprecated and removed from the API.
Maintenance release that contains bug fixes and performance improvements.
Other Developer Updates
OVR Metrics Tool 1.5
OVR Metrics Tool 1.5 has been released. OVR Metrics Tool 1.5 introduces the following new metrics:
Guardian GPU Time
CPU Utilization Core 0-7
Application VSS, RSS, and Dalvik PSS
The following new metrics are also new in version 1.5, but ovrgpuprofiler must be enabled for them to be used. For more information, see
OVR Metrics Tool and
ovrgpuprofiler:
Average Vertices Per Frame
Average Fill Percentage per Eye
Average Instructions per Fragment
Average Instructions per Vertex
Average Textures per Fragment
Percentage Time Shading Fragments
Percentage Time Shading Vertices
Vertex Fetch Stall Percentage
Texture Fetch Stall Percentage
L1 Texture Miss Percentage
L2 Texture Miss Percentage
Texture Sample Percentage Using Nearest Filtering
Texture Sample Percentage Using Linear Filtering
Texture Sample Percentage Using Anisotropic Filtering
New Developer Best Practice Guides: Playtesting + Mixed Reality Capture
Recently published two new developer guides to help you stay up to date with the best practices for playtesting your VR app, and leveraging mixed reality capture and casting to enhance your spectator experience.
Be sure to keep an eye out for upcoming blog posts, and follow the
Oculus Developer Twitter and
Facebook channels for the latest in VR development news and insights.