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Oculus Integration SDK (Legacy)

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Updated: Apr 25, 2023|
Version
51.0
Oculus Integration SDK has been replaced by Meta XR UPM packages as of v59. Please download the UPM packages instead. The latest Oculus Integration SDK for Unity packages OVRPlugin, Interaction SDK (Experimental), Platform SDK, Voice SDK, Audio SDK, and Lipsync SDK.

Version 51.0 Release Notes

The Oculus Integration SDK for Unity provides support to develop Oculus apps in Unity. The SDK v51.0 comes bundled with the
  • OVRPlugin 1.83.0
  • Audio SDK 51.0
  • Platform SDK 51.0
  • Lipsync SDK 29.0
  • Voice SDK 51.0
  • Interaction SDK 51.0

  • The latest SDK is available from Unity's Asset Store or from this page.

    What's New


    Oculus Utilities / OVRPlugin
  • OVRPlugin: The legacy backends are removed. OpenXR is the only supported backend from now on.
  • Quest 1 is no longer supported as a target device from now on. Use v50 to continue building for Quest 1.

  • VoiceSDK
  • New TTS and Dictation features were added
  • TTS Live Streaming of PCM Files added.
  • TTS Queuing has been expanded to include additional callbacks.
  • TTS Prepended/Appended Text for adding voice effects that apply to all TTS requests
  • TTS Preprocessor/Postprocessor interfaces to support validating and modifying speech before submitting it.
  • Dictation now remains active until you call deactivate if you turn on the multiphrase setting in your AppVoiceDictation settings.

  • Virtual Keyboard
  • Virtual Keyboard added as an experimental feature
  • Includes smart keyboard features like swipe typing and typeahead

  • InteractionSDK
  • Converted MonoBehaviour Interface fields on Interaction SDK components to accept UnityEngine.Object.
  • Hand Grab scale extrapolation has been disabled as it could cause unexpected results. Use a wider scale range if you need to support higher or lower scale values.
  • What's Fixed


    Oculus Utilities / OVRPlugin
  • Fixed building errors on Unity 2023+
  • Fixed an issue with scale when converting from Unity world space to Oculus stage space. This notably affected the position of spatial anchors if they were created when the OVRCameraRig had non-unity scale.
  • Fixed an issue where the Scene Model did not properly reload when an app resumed from a paused state.
  • Fixed 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.

  • InteractionSDK
  • Fixed multiple issues happening when hands with different scales were grabbing objects via Hand Grab.

  • Meta XR Simulator
  • Fixed headset and controller rotation issues

  • Samples
  • Fixed a broken file reference in the “SpatialAnchor” Unity sample.
  • Improvements


    InteractionSDK
  • HandGrabPoses now are transform independent, so the same HandGrabPose can be reused by any other HandGrabInteractable/DistanceHandGrabInteractable.
  • Known Issues

  • 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.
  • 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.
  • 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.
  • Changing modes in Lipsync_Demo on Oculus Quest is currently not supported.
  • Meta XR Simulator presents the left eye content in the Layer Preview panel even when “Right” is selected. The workaround is to select “Multi Pass” in Oculus Render Mode.
  • Link Known Issues

  • When developing with Unity, Link will only run once, until the user restarts Unity. This only occurs if a Rift App ID is specified. Workaround: do not specify the Rift App ID.
  • Spatial anchors over Link lag behind their correct position/*-.
  • Screen recordings or captures are black when running a Passthrough-enabled app over Link.
  • Passthrough over Link has low camera frame rate when a Quest Pro is used.