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.
Added support to upload the debug symbols from Unity
Added animations for controller models
Color Space API now uses nativeColorGamut and colorGamut variables to manage color spaces
Added support for Fisheye Layer in OVROverlay
Made VRPlugin.SetKeyboardOverlayUV() public to enable the positioning of the OS virtual keyboard overlay
Added eyeFovPremultipliedAlphaModeEnabled in OVRPlugin to allow enabling and disabling of premultiplied alpha on the Eye Fov layer
Added support for the following features in OpenXR:
Different color spaces
Color Scale/Bias
Is External Surface
Equirect Layer
Cubemap Layer
Underlays
Left/Right Textures
Headlocked Layer
Cylinder Layer
Quad Layer
What's Fixed
Null exception error when PollEvent fails
Memory leak coming from PollEvent
Color gamut settings not being serialized in OVRManager
Cylinder layers in Vrapi not applying overriden textyture rectangles properly
Layout error by moving OVR Quick Scene Preview work to Update()
Improvements
Improved stability when app is paused or resumed
Added new VR intent filter to OVRManifestPreprocessor in Unity
Color Gamut now defaults to Rift CV1
Integration Changes
Updated the Oculus Unity Integration to v25.0, including:
Updated OVRPlugin to 1.57
Updated the Audio Spatializer to 25.0
Updated the Platform integration to 25.0
Updated the Avatar integration to 20.0
Updated the LipSync integration to 20.0
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Go or Oculus Quest, if you are using Unity's XR Management system with the latest OVRPlugin and the Oculus XR Plugin is outdated.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.
The Avatar plugin has been removed. If you require avatars, use an earlier version of the Oculus integration.
Samples now include Handpose Showcase, providing examples for using the raw hand data provided by the Oculus Hands API. Includes blueprints and C++ code demonstrating "force grab" and "force throw" mechanics.
To launch apps with command line arguments, you can now add arguments to UE4CommandLine by way of the new debug.ue4.commandline system property.
Vulkan shaders compile faster thanks to improved initialization.
The amount of MSAA subsampling can now be changed by way of the standard Unreal Engine settings. Previously, MSAA subsampling was hardcoded to 4x.
The Oculus Performance Window now checks if you have set a color space. Rift CV1 is still the default if the color gamut setting is unknown or not enabled.
To support Oculus Crash Analytics, the default settings of the Oculus Platform Tool automatically uploads debug symbol files when you upload a build to a release channel.
Bug Fixes
Fixed issues with VR preview where previewing on device with the mobile code path and shaders would render only the left eye or nothing at all.
Fixed several Vulkan Validation Layer errors.
Known Issues
We are investigating Vulkan GPU performance that is slower in some scenes as compared to OpenGL.
Added a new entry point, vrapi_CreateAndroidSurfaceSwapchain3, for creating an Android surface backed swapchain by passing platform specific create flags defined in ovrAndroidSurfaceSwapChainFlags.
The vrapi_SubmitFrame and associated structures have been marked deprecated and should no longer be used. The vrapi_SubmitFrame2 path should be used instead.
The ovrModeFlag, VRAPI_MODE_FLAG_FRONT_BUFFER_PROTECTED, has been removed since protected mode is indicated at the swapchain level via ovrAndroidSurfaceSwapChainFlags flag VRAPI_ANDROID_SURFACE_SWAP_CHAIN_FLAG_PROTECTED.
The ovrSystemStatus, VRAPI_SYS_STATUS_FRONT_BUFFER_PROTECTED, has been removed.
Bug Fixes
There are no major bug fixes with this release.
Known SDK Issues
When building samples, there is an issue when using the latest NDK release. Instead, use NDK 21 until the issue is resolved.
Maintenance release that contains bug fixes and performance improvements.
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.
Be sure to keep an eye out for upcoming blog posts expanding on a number of these updates, while our Twitter and Facebook channels offer the latest in VR development news and insights.
Avatar SDK
Marketing
Mobile
Native SDK
OpenXR
Platform SDK
Quest
Release notes
Rift
Unity
Unreal
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