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 - v35
The
Oculus Integration SDK for Unity provides support to develop Oculus apps in Unity. The SDK v35 comes bundled with the OVRPlugin 1.67, Audio Spatializer 32.0, Platform integration 35.0, Avatar integration 20.0, and LipSync integration 29.0, and Voice SDK 35.0. The latest SDK is available from Unity's Asset Store or from this page.
What's New
What's Fixed
Hand tracking is supported with the OpenXR backend. This brings OpenXR-based OVRPlugin functionally back in line with hand-tracking provided in the legacy OVRPlugin. All the hand tracking properties such as hand skeleton, capsules, mesh, scale, pinches, pointer pose, input metadata flags, and active controller, are all supported.
With the OpenXR backend, OVRDisplay.displayFrequency
can be used on PC after app starts
Unity Controller Model prefabs which were not hiding when Oculus Dash was displayed
Potential Asynchronous SpaceWarp marshalling issue by using OVRPlugin.Bool
A crash in GetTrackingTransformRelativePose
when it is called before an OpenXR session is established
Improvements
Removed the signature of AddSurfaceGeometry which takes an additional transformation as parameter. AddSurfaceGeometry automatically handles all Unity to device coordinate transformations now.
Renamed Unity API functions from SetSpacewarp to SetSpaceWarp
Allow changing surface type to OVRPassthroughLayer until it's created internally
If a session state happens to end the session, xrSession will be delayed until the current in flight frame is finished. Previously, xrSession ended while frames were in flight which caused a lock up.
Enhanced the OVR Scene Quick Preview user experience flow
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
The Thumb0 bone pose do not pinch all the way and there is about a 1/8 of an inch gap between the index finger and thumb when using the system gestures.
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.
Fast movement or teleportation with Application Space Warp in Unity can have some artifacts.
Workaround: Move SetAppSpacePosition/SetAppSpaceRotation
to LateUpdate
to guarentee that all movement logic has been run before sending new app space pose to the XR plugin.
Unity
Unreal Engine 4 Integration
What's New
What's Fixed
Application SpaceWarp now works correctly with Landscape Actors.
Apps that use Application Space Warp no longer crash if the MSAA level is changed while the app is running.
An issue with PSO cache hashes have been corrected and the correct shader is now selected for the main render pass if using PSO with multiview. If you were affected by this issue, rebuild the PSOCaching .csv file.
Improvements
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.
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 SDK features. 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
Cloud Backup - A new Cloud Backup solution is available to manage saved user data in the cloud. See more in the
Cloud Backup documentation.
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.