See below for the latest developer release notes. If you have questions and/or feedback on any of these updates, please let us know on the Developer Forum.
Oculus Integration for Unity - v41
The Oculus Integration SDK for Unity provides support to develop Oculus apps in Unity. The SDK v41 comes bundled with the OVRPlugin 1.73 and the following integrations: Voice 41.0, Platform 41.0, Interaction 41.0, Audio Spatializer 41.0, Avatar 20.0, and LipSync 29.0. The latest SDK is available from Unity's Asset Store or from this page.
What's New
Scene is now supported over Oculus Link
Added Play button support for Spatial Anchors and Scene for testing over Oculus Link
Added the following samples in Interaction SDK:
DebugGesture feature sample using the swipe forward gesture
Poke button feature sample showcasing a single button and poke limiting
TouchHandGrab interaction feature sample and test scene
ActiveStateDebugTree builds a tree recursively out of IActiveStateTreeNodes for displaying active state diagnostics
Added Slim Room environment prefab for prototyping
Added more inspector friendly components for adding/removing dynamic entities in Voice SDK.
What's Fixed
Fixed bug in PackageCleanup where if parent and child folders are both removed (as they are deprecated and empty), the parent folder will not be removed as it is marked non-empty
CarouselView improvements brought in from ThumbnailCarousel, and includes a fix for a null exception error
Fix for a divide by zero possibility in Poke Limiter
Visual hands working in grab scenes
The axis of rotation in the OneGrabRotateTransformer was in the local space of the hinge in the test scene which caused rotations to happen incorrectly
Fixed issues with the utterance viewer for team use of client tokens
Longer responses from wit.ai speech requests are supported. Responses >1024 bytes were previously getting sliced and causing JSON parser failures. This release supports responses of any length from the server.
Improvements
Uses of foreach that operate on Transform children are removed, leading to improved GetChild() performance
Renamed and moved sample scenes into new folders, Examples and Features
Improved version of the HandGrabPoint wizard, with clearer instructions and uses an editor window now so you can snap it to an editor window
Improved dynamic entity APIs in Voice SDK
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
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.
Updated Passthrough color control options to enable you to anticipate color Passthrough capabilities on future headsets:
brightness, contrast, and posterize parameters
color scale and color offset editing
color gradients that you can assign in the blueprint
Oculus Link now fully supports Spatial Anchors.
Improvements
READ_EXTERNAL_STORAGE is no longer automatically added to the manifest.
Experimental SDK features, if any, can now be enabled from the Support Experimental Features check box in Project Settings > Oculus VR.
Known Issues
The Color Map Curve property in the Passthrough Layer Component does not work as expected. As a workaround, use the SetColorMapCurve blueprint function to add color map curves.
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.
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.
v41 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
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