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Oculus Developer Release Notes: v35
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Dec 7, 2021

Oculus Developer Release Notes: v35

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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
  • Production release of Voice SDK API lets you bring voice interactions to your app.
  • Experimental release of Spatial Anchors, part of the Facebook Presence Platform, is now available. Spatial Anchors are world-locked frames of reference you can use as origin points to place content that can persist across sessions. When you use Spatial Anchors together with the Passthrough API, you can resume mixed reality sessions and restore content to the same real world locations where users left them. Note: Experimental APIs are for research and development only and must not ship in production apps.
  • You can now use a mobile phone to produce a mixed reality footage with the new Mobile Mixed Reality Camera feature.
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
  • 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.
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.
  • Unreal 4.27 (Latest)
    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 1.67.0
  • Production release of Passthrough API lets you build and test apps that seamlessly blend the real and virtual worlds and open up new possibilities for mixed reality experiences. You’ll be able to customize the look and feel of Passthrough within your app, including composite Passthrough layers with other VR layers, styling and rendering Passthrough images to a custom geometry. With the Production release, Apps using Passthrough API can now ship to the store.
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
  • Visual Studio Code now displays UE4 datatypes.
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.
  • https://github.com/EpicGames/UnrealEngine
Unreal Engine Binary
For beginning or casual developers, we recommend the Unreal Engine binary available through Epic’s Launcher.
  • https://www.unrealengine.com/download
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.
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