Oculus Developer Release Notes: v32

Oculus VRBlog Hero Image

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.

Oculus Integration for Unity - v32

The Oculus Integration SDK for Unity provides support to develop Oculus apps in Unity. The SDK v31.2 comes bundled with the OVRPlugin 1.64, Audio Spatializer 32.0, Platform integration 32.0, Avatar integration 20.0, and LipSync integration 20.0. The latest SDK is available from Unity's Asset Store or from this page.
What's New
  • This release focuses on bug fixes and improvements. No new features are released in this version.
What's Fixed
  • Improved stability to controller haptics in the OpenXR backend
  • Screen flickering issues that appeared on Vulkan
  • Random black sreen that appeared after multiple power cycles or when a user enters or leaves the guardian boundary in the OpenXR backend
  • PC MRC having a wider background than foreground when using external composition with URP
  • A swimming effect with some objects in the scene, which could have otherwise caused discomfort
  • PC Compositor layers being upside down in the OpenXR backend
  • PC Compositor layers throwing an error in the OpenXR backend
Improvements
  • OVRLint tool now clearly exposes the categories of issues it checks, which aids developers with better discoverability of issues
  • Added a dialog box that confirms the selection whether you want to use the OpenXR backend when upgrading the OVRPlugin
Deprecation
This section details APIs that are deprecated and no longer supported. We strongly discourage you from using the deprecated APIs as we will no longer upgrade or support them. They will continue to remain available for legacy apps and produce compiler warnings.
  • GetAdaptiveGPUPerformanceScale is deprecated
Known Issues
This section details known issues with Unity that are not tied to a specific version. Issues are grouped by most closely related subject.
General
You may encounter issues when running ARM7 build on Oculus Quest, if you are using Unity's XR Management system with the latest OVRPlugin and the Oculus XR Plugin is outdated. Workaround: Either switch to ARM64 build or upgrade the Oculus XR Plugin to 1.4.0+ to fix the issue.
Unity
  • If you're using the Spectator Camera feature and you switch the view, the casting video is flipped upside down. Workaround: Set SetMrcFrameImageFlipped to false. For more information, see the Known Issues section in the Spectator Camera user guide.
  • Vulkan Quest apps may crash when you select Use Recommended MSAA Level setting in OVRManager. Workaround: Clear Use Recommended MSAA Level check box in OVRManager and manually set the appropriate MSAA level (recommended 4x) in Project Settings > Quality
  • Vulkan Quest apps crash when you request audio permissions after the splash screen is loaded.
  • Changing modes in Lipsync_Demo on Oculus Quest is currently not supported.
  • Unity has a known issue such that parenting one VR camera to another will compound tracking twice. As a workaround, make them siblings in the GameObject hierarchy
  • Using Unity Universal Render Pipeline will not set the MSAA level automatically.
OpenXR
  • Support for hand-tracking is currently restricted to the baseline OpenXR spec. Therefore, additional hand-tracking features such as collision capsules, hand input metadata, and runtime hand meshes are not yet supported. In addition, there is a known compatibility issue with the thumb trapezium bone (Thumb0) in the OpenXR-based OVRPlugin. Due to the known compatibility issues with hand-tracking and haptics, Oculus Store and App Lab will not accept apps built with v31.x SDK and OpenXR backend. Workaround: Hand tracking features are fully functional with the legacy VRAPI backend. If you want to submit apps to Oculus Store or App Lab, you must switch to the legacy backend. In the Unity editor, go to the Oculus > Tools > OpenXR > Switch to Legacy OVRPlugin menu to switch to the VRAPI backend to continue using hand tracking features. Find detailed information in the Switch between OpenXR and Legacy VRAPI documentation.
  • Mixed Reality Capture on Rift is not supported in OpenXR. Workaround: In the Unity editor, go to the Oculus > Tools > OpenXR > Switch to Legacy OVRPlugin menu to switch to the VRAPI backend to continue using Rift MRC. Find detailed information in the Switch between OpenXR and Legacy VRAPI documentation.
  • GetAppPerfStats and ResetAppPerfStats are currently not supported with the OpenXR backend. Workaround: In the Unity editor, go to the Oculus > Tools > OpenXR > Switch to Legacy OVRPlugin menu to switch to the VRAPI backend to continue using Rift MRC. Find detailed information in the Switch between OpenXR and Legacy VRAPI documentation.
Windows 10
  • You may experience long UI stalls or poor performance with the Unity editor when targeting Oculus Rift on Windows 10. Workaround: Run Windows update to ensure that you have the latest version of Windows 10.
  • The combination of all Unity versions with Oculus runtime 1.17 and higher and Windows 10 + Creators Update results in spurious WM_DEVICECHANGE reports in the editor, even in non-VR projects. You may not notice any impact, but if you're connected to certain USB devices, you may find the Unity editor becomes non-responsive and you needs to terminate it from Task Manager. Workaround: Update to the Beta runtime available on our Public Test channel. We are currently working with Unity and Microsoft on a permanent solution.
Oculus Rift
  • Currently, in the Guardian System API, ovr_SetBoundaryLookAndFeel does not take effect if the headset is not worn when the call is made (e.g., on start).
  • Transparent VR Compositor Layers do not currently support multiple layers of occlusion.

Unreal Engine 4 Integration

These release notes describe changes to the Oculus Source Distribution for Unreal Engine available from the Oculus GitHub repository. For more information, see the Unreal Engine Developer Guide. Access to the Oculus GitHub distribution of the Unreal Engine source code requires a GitHub account subscribed to the private EpicGames/UnrealEngine repository. For more information, see UE4 on GitHub.
  • Note: If you are not logged on to GitHub with an account subscribed to the private repository, you will get a 404 error when accessing the link.
What's New
  • OVRPlugin updated to 1.64.0
  • Symmetrical rendering is now available as a Quest2 specific GPU optimization activated with the CVAR r.Mobile.Oculus.ForceSymmetric. Performance gains come from reusing vertex shader and cache that is possible due to the shared geometry between left and right eyes when using multiview. Gains are scene dependent and increase if using FFR and the wearer has low to mid range IPD.
  • (Experimental) You can debug UE4.27 C++ projects on Oculus devices using Visual Studio with the AGDE plugin by attaching to a process.
    • For C++ projects only
    • The heapprofd option must be off in the Android > Advanced Build options
    • You must generate a .sln file with AGDE settings turned on, for example:
      C:\project\GenerateProjectFiles.bat
      C:\project\MyVRProject.uproject -vsdebugandroid -Game -Engine
What's Fixed
  • Foveation now works on Vulkan when using the OVRPlugin OpenXR backend.
  • Fixed stability and life cycle issues in the OVRPlugin OpenXR backend.
  • Fixed default tracking space origin when using the OVRPlugin OpenXR backend.
Improvements
  • Oculus_Quest and Oculus_Quest2 have been added as Android Device Profiles. To future proof apps, we recommend using Device Profiles to enable device-specific settings instead of using code like if(Quest1).
  • The default color space for new projects has been changed to Rift CV1 to simplify color space selection.
  • Additional GPU optimization lowers timewarp cost by up to 0.3ms.
  • We no longer package Android NDK Vulkan Validation Layers. Use the Vulkan Validation Layers built into the Oculus VR OS instead.
  • VSCode debugger files are now generated automatically at APK launch time, you no longer need to launch GenerateProjectFiles.bat -VSCode.
Known Issues
  • Oculus Store and App Lab will not accept apps built with v31 or v32 SDKs and the OVRPlugin OpenXR backend due to a known compatibility issue with hand tracking and haptics. To submit apps to Oculus Store or App Lab, you must change Project Settings > Plugins- OculusVR > XR API to Legacy OVRPlugin.
  • Hand tracking in the OVRPlugin OpenXR backend is currently restricted to the hand tracking features defined in the OpenXR specification, and Oculus hand tracking features such as collision capsules, hand input metadata, and runtime hand meshes are not available. In addition, there is an issue with the Thumb0 thumb trapezium in the OVRPlugin OpenXR backend. Oculus hand tracking features are fully functional in the Legacy OVRPlugin backend, which you can enable in Project Settings > Plugins- OculusVR > XR API.
  • Mixed Reality Capture (MRC) on Oculus Rift is not supported in the OpenXR backend. If you need to use MRC, change Project Settings > Plugins- OculusVR > XR API to Legacy OVRPlugin.
Additional Distributions
You can also obtain Unreal Engine as a binary from Unreal or from the GitHub repository for Epic Games, but these version of Unreal Engine contain older versions of the Oculus integration.
For more information on the differences between different Unreal options and how to access them, see the Version Compatibility Matrix in our Developer Guide.
Unreal Source Distribution
The standard Epic source distribution hosted on GitHub is typically about a month behind the Oculus branch in feature support. Access requires a GitHub account subscribed to the private EpicGames/UnrealEngine repository (instructions here).
Note: To access the files on GitHub, you must be logged into a subscribed account, otherwise you will get a 404 error when accessing the following link.
Unreal Engine Binary
For beginning or casual developers, we recommend the Unreal Engine binary available through Epic’s Launcher.

Platform SDK

Use the Platform SDK to create social VR applications. Add Matchmaking, DLC, In-App Purchases, Cloud Storage, Voice Chat, Custom Items, Achievements, and more to your experience using the individual components of the SDK. The SDK download includes sample apps that demonstrate how to implement many of the SDK features in fully-functional games and applications.
Documentation
See the Platform documentation for Unity, Unreal Engine, or Native C++ development for a list of features and links to how to get started. The Platform SDK is compatible with all Oculus supported development environments and platforms.
What's New

Mobile SDK

The Oculus Mobile SDK includes libraries, tools, and resources for native C/C++ development of Android apps for the Oculus Quest and Oculus Quest 2 standalone devices. For documentation on developing for Oculus devices that use Android, see our Mobile SDK Developer Guide.
For details on migrating to Mobile SDK 32.0 (API 1.49) from previous versions, see the Mobile SDK Migration Guide.
What's New
The following new features can be found in 32.0:
  • This is a maintenance release. There are no developer-facing changes in this release.
Improvements
  • There are no developer-facing improvements in this release.
Bug Fixes
  • There are no major bug fixes in this release.

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.
Games
Marketing
Mobile
OpenXR
Platform SDK
Quest
Release notes
Rift
Unity
Unreal
Did you find this page helpful?
Explore more
GDC 2026 Highlights: What's Next on Meta Horizon OS
Catch up on GDC 2026: where VR is headed, what's new in Meta Horizon OS, and the tools and Store updates helping developers ship faster.
All, Apps, Design, GDC, Games, Quest, Unity, Unreal
The State of VR at GDC 2026: Building a Sustainable Future
Explore the state of VR from GDC 2026: stronger app discovery, growing Meta Quest usage, more $1M+ titles, and much more.
All, Design, Games, Hand tracking, Optimization, Quest, Unity, Unreal
Faster Builds, Smarter Discovery, and the LiveOps Playbook: What to Know After GDC Day 2
Explore Day 2 at GDC 2026: tools to speed up builds, optimize Store discovery, and learn LiveOps strategies from Gorilla Tag.
All, Apps, Design, GDC, Games, Optimization, Quest, Unity, Unreal

Get the latest updates from Meta Horizon.

Get access to highlights and announcements delivered to your inbox.