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.
The Oculus Integration v19.1 provides the hot fix for Unity editor stability issues when developing for Oculus devices. When you upgrade from v19.0 to v19.1, you must first close Unity, manually delete the Oculus Integration package, and then download the package.
With this release, the Oculus Integration v19.0 is considered as deprecated.
New Features
Deprecated Oculus Go support. To develop apps for Oculus Go, use Oculus Integration v18.0 or prior. You can retrieve any prior versions of the Oculus Integration package from the
Unity Integration Archive page.
Improvements
Updated the callback priority of PostGenerateGradleProject
to improve the Android manifest generation.
Removed the Queue Ahead project setting from OVRManager.
OVRHeadsetEmulator will only set or restore the cursor lock mode when the emulator is activated or deactivated, instead of overriding the cursor lock mode every frame.
Bug Fixes
Enforced minimum version of Oculus XR plugin 1.4.0 due to incompatibility with previous versions.
Fixed errors in Unity 2020.2 because of usage of UnityEngine.Experimental.XR.Boundary
in XR SDK.
Fixed XRSDK warnings when using Unity 2020.1.x.
Fixed significant performance regression in the Unity editor when using Oculus Rift S.
Fixed the OVRPlugin.IsPerfMetricsSupported()
method to return the correct value in development builds.
Note: You may encounter issues when running ARM7 build on Oculus Go or Oculus Quest, if you are using Unity’s XR Management system with the latest OVRPlugin and the Oculus XR Plugin is outdated. In such case, you can either switch to ARM64 build, or upgrade the Oculus XR Plugin to 1.4.0+ to fix the issue.
New Features
Update OVRPlugin to v19 (1.51).
Update Unreal Engine to 4.25.3 hotfix.
Added option to disable translucency subpass to improve render speed.
Oculus Go support deprecated. Please use v18 or earlier build if you develop on Oculus Go.
Sample Changes
Bug Fixes
Numerous splash screen fixes.
Moved ETextureCreateFlags from uint32 to a uint64 strongly-typed enum, and put foveation texture in the right layout.
Made validation layer conformance change to adhere to Vulkan spec.
Known Issues
If you are using the Oculus spatializer and try to create a new project or open an existing project with Unreal Engine 4.25, it may crash on opening.
The Lipsync sample does not work with 4.25, and you should use an older version of Unreal Engine if you want to run this sample.
The Avatar sample may not run as expected when deployed to a Quest device.
A new ovrTextureSwapChain
creation method, vrapi_CreateTextureSwapchain4
, and corresponding structure, ovrSwapChainCreateInfo
, have been added to the API.
A new ovrControllerType
, ovrControllerType_StandardPointer
, and corresponding structure, ovrInputStandardPointerCapabilities
, have been added to the API.
The vrapi_SetRemoteEmulation
function has been removed from the API and should no longer be used.
Other Developer Updates
A marketing attribution dashboard was recently added to help you track how effective your marketing efforts are. For more information, see
Marketing Attribution Analytics.
Looking to submit your app to the Oculus Store? Check out a new developer guide focused on the many best practices, recommendations, and insights to help you with technical review, passing the VRCs, and content review.
Oculus Store - App Submission Success Guide.
Be sure to keep an eye out for upcoming blog posts expanding on a number of these updates, while our
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Facebook channels offer the latest in VR development news and insights.