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 SDK for Unity provides support to develop Oculus apps in Unity. The SDK v33 comes bundled with the OVRPlugin 1.65, Audio Spatializer 32.0, Platform integration 33.0, Avatar integration 20.0, and LipSync integration 29.0. The latest SDK is available from Unity's Asset Store or from this page.
What's New
OVR Build APK now supports selecting the location of your built APK, generating release builds, and saving keystore passwords.
What's Fixed
A crash that occured on start in an MRC-enabled app when the Unity splash screen is turned off in the OpenXR backend
OpenXR compatibility issue with haptics on the v32 OS release
A crash that occured when using OpenXR backend on Oculus Link
Clamp to edge artifacts appearing on compositor layers
OpenXR compatibility issue with haptics on the v32 OS release
Improvements
OVR Build and Run APK now supports production build and not just development or debugging build
Known Issues
This section tracks known issues that exist in the latest version of the Oculus Integration SDK for Unity. Issues are grouped by most closely related subject.
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.
Unity
Changing modes in Lipsync_Demo on Oculus Quest is currently not supported.
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.
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 1.65.0
What's Fixed
OpenXR compatibility issue with haptics on the v32 OS release
Improvements
Symmetric rendering is now enabled as the default setting.
Vulkan is now the recommended rendering backend for all Quest apps.
Known Issues
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.
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
New ovr_ChallengeEntry_GetID function to make it easier to delete ChallengeEntry. See more in the Challenge Entry reference.
New ovr_LeaderboardEntry_GetID function to make it easier to delete LeaderboardEntry. See more in the Leaderboard Entry reference.
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 33.0 (API 1.50) from previous versions, see the Mobile SDK Migration Guide.
What's New
The following new features can be found in 33.0:
This is a maintenance release. There are no developer-facing changes in this release.
Other Developer Updates
Developer Dashboard: Developers can use the developer dashboard release channels to manage debuggable builds. Developers can upload debuggable builds to any non-public channel in the developer dashboard.
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
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