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 - v39
The
Oculus Integration SDK for Unity provides support to develop Oculus apps in Unity. The SDK v39 comes bundled with the OVRPlugin 1.71 and the following integrations: Voice 39.0, Platform 39.0, Interaction 39.0, 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
Introduced a major update to hand tracking that improves tracking quality and supports new scenarios such as fast movement, light hand-hand interactions, and partial occlusion. To learn more about what's new for hand tracking and to set up the latest version, see the
Hand Tracking documentation.
The minimum API Level required for the application to run is now Android API Level 29.
Added experimental support for Unity's OpenXR plug-in.
Added new ShowUntracked to show a keyboard even if it is not physically present.
Added Symmetric Projection feature in the Oculus XR Plugin. It improves GPU performance when using Multiview and Vulkan on Quest 2.
Added Sub-Sampled Layout feature in the Oculus XR Plugin. It helps reduce visual artifacts with FFR when using Vulkan on Quest 2.
The
Gestures sample demonstrates the use of the Sequence component for gesture detection.
PolylineGizmos utility enables drawing debug Gizmos in the game view and in the headset.
Pointable and
Grabbable items now share a common PointableElement interface. This enables interrupting pokes and transferring grabs with the Pointable Cancel event.
You can now send follow-up requests immediately following mic closing on a request.
What's Fixed
Tracked keyboard and render model support can no longer be enabled if OpenXR is not enabled.
Hands no longer jitter excessively when the OpenXR backend is selected.
Finger flexion for hand pose detection is no longer affected by abduction.
Textures that appeared black in the sample scenes with the OpenXR backend enabled now appear correctly.
Requests would not run if app data was missing even if a client token was shared with the project. This was an issue for teams using version control for their projects.
Requests are properly aborted when no data is sent.
Fixed issues with the initial setup process with Voice SDK.
Improvements
Better pinch and palm grabbing detection algorithms
Custom movement behaviors can now be configured to specify how grabbable objects should move towards grab interactors.
Improved editor UI around Understanding Viewer and wit configurations in Voice SDK
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.
Oculus Avatar SDK (legacy) is removed from the Oculus Integration SDK. This means that the Avatar folder is no longer available in the Assets > Oculus folder. We strongly recommend that you adopt the
Meta Avatars SDK instead of continuing the use of legacy Avatar. It is still available in previous versions of the Oculus Integration SDK but the documentation support will be removed eventually.
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 S
witch 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
PC XRSDK GetDominantHand crashes app.
Workaround: Because of a limitation of Unity native plugin, accessing Oculus features through C# initializer could trigger crash on PC. If this happens, move the member initialization to Awake()
or Start()
functions.
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
The Oculus Source Distribution for Unreal Engine 4 is available from the Oculus GitHub repository.
To access the UE4 branch from the Oculus GitHub repository:
Log into your GitHub account.
What's New
OVRPlugin updated to 1.71.0
Blueprints GetCPUandGPULevels and SetCPUAndGPULevels have been deprecated. Use GetSuggestedCpuAndGpuPerformanceLevel and SetSuggestedCpuAndGpuPerformanceLevel instead. For the highest sustainable CPU and GPU level, use Sustained High, not Boost.
Introduced a major update to hand tracking that improves tracking quality and supports new scenarios such as fast movement, light hand-hand interactions, and partial occlusion. To learn more about what's new for hand tracking and to set up the latest version, see
Hand Tracking.
What's Fixed
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.
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.
v39 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.