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 - v38
The Oculus Integration SDK for Unity provides support to develop Oculus apps in Unity. The SDK v38 comes bundled with the OVRPlugin 1.70 and the following integrations: Voice 38.0, Platform 38.0, Interaction 38.0, Audio Spatializer 32.0, Avatar 20.0, and LipSync 29.0. The latest SDK is available from Unity's Asset Store or from this page.
What's New
Unity Core Engine:
Late latching can now be enabled from the Inspector tab
Interaction:
Added a curved Unity canvas sample in the Direct Touch sample scene
Direct Touch (Poke Limiting) can now be used with curved surfaces rather than being limited to planar surfaces
What's Fixed
Unity Core Engine:
OVRPlugin can't be loaded on certain CPUs that do not support AVX2 instructions
OVRControllerPrefab will show Quest 2 Touch controllers properly when using Oculus Link
Fixed space warp app space delta pose being one frame off causing artifacts during teleporting
Fixed a race condition that could turn an empty selection into a hover
Fixed a race condition with OnTriggerStay being called before _started
Voice:
Fixed deadlock caused by bad connection to servers.
Improvements
Unity Core Engine:
Clamped the CPU & GPU level to 0-3 and avoided log spamming when invalid value is set repeatedly with the OpenXR backend
Improved app performance on Quest 2 when input focus is lost with the OpenXR backend
Interaction:
Grabbable replaces Transformable. You can now interface with a Grabbable component directly via its public interface. An InteractableTransformableConnection is no longer required for GrabInteractables or HandGrabInteractables.
Multiple curved UI canvases can now be displayed on a shared cylindrical surface
Interactor now implements IInteractorDriver. By default, there is no need to add InteractorDriver to the scene for any interaction to work.
Curved UI canvases can now be oriented on a horizontal cylinder as well as a vertical cylinder
Voice:
Improved Voice SDK editor
Improved threading around WitRequests
Added support for tag parameter
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.
Interaction:
Multiple component renames - See the migration notes for full list of renamed components.
SnapPoint is removed. Instead, use Tween as shown in GrabInteractor or HandGrabInteractor to achieve the same results. Refer to the ComplexGrab sample to see this capability in action.
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 subjects.
OpenXR
The Thumb0 bone pose does 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 guarantee 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.
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 1.70.0
Vignettes have been added to the tone mapping effects implemented as performant Vulkan subpasses.
What's Fixed
PSO cache collection system now correctly collects all PSOs.
In multiview, the pre-exposure values are now used correctly by both views.
NiagaraRibbon opaque particles no longer exhibit screen corruption.
When more than three passthrough layers are in use, submitting a failed layer no longer crashes passthrough.
OVRLayers are now properly destroyed in GLES and no longer leak.
Improvements
Passthrough options have been expanded to include:
Color curve options to specify the effect gradient color
Edge color options
Known Issues
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 SDK features. The SDK download includes sample apps that demonstrate how to implement many of the SDK features in fully-functional games and applications.
v38 is a maintenance release for Platform SDK, containing bug fixes and other improvements.
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.
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
OpenXR
Platform SDK
Quest
Release notes
Rift
Unity
Unreal
VRC
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