The archive contains earlier versions of the Oculus Integration SDK. It is highly recommended that you use the latest version.
Version 27.0 Release Notes
The Oculus Integration SDK for Unity provides support to develop Oculus apps in Unity. It comes bundled with the OVRPlugin 1.59, Audio SDK 27.0, Platform SDK 27.0, Avatar SDK 20.0, and LipSync SDK 20.0. The latest Oculus Integration SDK is available from Unity's Asset Store or from this page.
What's New
Upgraded Oculus Quest to Android 10. Yes, now Oculus Quest and Oculus Quest 2 have the same development environment!
You can now attach debug symbols to an existing build previously uploaded to a release channel. This is particularly useful when you want to symbolicate the crash logs from an existing app version.
You can define whether the eye FOV layer uses pre-multiplied or post-multiplied alpha for its blending mode.
We've added more features in OpenXR:
Color Space API
Fixed Foveated Rendering
Color Scale and Bias in OVROverlay
What's Fixed
Crash that occurred when using OVROverlay and building Debug IL2CPP app
Equirect layers that had a seam when using OpenGL (OpenXR and non-OpenXR)
MRC direct composition when using Universal Render Pipeline
Validation layer in MRC Vulkan
An issue where Unity not being able to launch the app with Build & Run when using Oculus-generated Android Manifest file
Underlay blending issues in OpenXR
Occasional crash that occurred in HMD events
Improvements
Upgraded OpenXR loader to v1.0.14
Added basic support for hand-tracking in OpenXR through the XR_EXT_hand_tracking extension.
Prevented extra memory allocations coming from PollEvent
Updated Oculus Rift controller models and added animations
Known Issues
This section details known issues with Unity that are not tied to a specific version. Issues are grouped by most closely related subject.
General
You may encounter issues when running ARM7 build on Oculus Quest, if you are using Unity's XR Management system with the latest OVRPlugin and the Oculus XR Plugin is outdated.
Workaround: Either switch to ARM64 build or upgrade the Oculus XR Plugin to 1.4.0+ to fix the issue.
Unity
Vulkan Quest apps may crash when you select Use Recommended MSAA Level in OVRManager and request audio permissions after the splash screen runs.
Workaround: Clear Use Recommended MSAA Level check box in OVRManager and manually set the appropriate MSAA level (recommended 4x) in Project Settings > Quality
Changing modes in Lipsync_Demo on Oculus Quest is currently not supported.
Unity has a known issue such that parenting one VR camera to another will compound tracking twice. As a workaround, make them siblings in the GameObject hierarchy
Using Unity Universal Render Pipeline will not set the MSAA level automatically.
Windows 10
You may experience long UI stalls or poor performance with the Unity editor when targeting Oculus Rift on Windows 10.
Workaround: Run Windows update to ensure that you have the latest version of Windows 10.
The combination of all Unity versions with Oculus runtime 1.17 and higher and Windows 10 + Creators Update results in spurious WM_DEVICECHANGE reports in the editor, even in non-VR projects. You may not notice any impact, but if you're connected to certain USB devices, you may find the Unity editor becomes non-responsive and you needs to terminate it from Task Manager.
Workaround: Update to the Beta runtime available on our Public Test channel. We are currently working with Unity and Microsoft on a permanent solution.
Oculus Rift
Currently, in the Guardian System API, ovr_SetBoundaryLookAndFeel does not take effect if the headset is not worn when the call is made (e.g., on start).
Transparent VR Compositor Layers do not currently support multiple layers of occlusion.