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 - v40
The Oculus Integration SDK for Unity provides support to develop Oculus apps in Unity. The SDK v38 comes bundled with the OVRPlugin 1.72 and the following integrations: Voice 40.0, Platform 40.0, Interaction 40.0, 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
The minimum supported Unity version for Oculus app development is now 2020.3 LTS
Scene empowers developers to quickly build complex and scene-aware experiences that have rich interactions with the user's environment, such as floors, ceiling, walls, and furniture
Production release of Spatial Anchors. Spatial Anchors empower you to place world-locked content that can persist across sessions. If you've used experimental Spatial Anchors in the project, refer to the Upgrade Guide for easy migration from experimental to production.
Updated Passthrough color control options to enable you to anticipate color Passthrough capabilities on future headsets
Changed the default shader for keyboard models from diffuse to unlit
Added package clean up utility to automatically remove deprecated assets from the Interaction SDK
Created a hand tracking confidence shader that shows tracking confidence per finger
Interactor now includes Unhover(), ShouldHover(), and ShouldUnhover(). Stricter enforcement added for Interactor to transition through states in the following order:
Disabled <-> Normal <-> Hover <-> Select
Added utility methods to get WitIntValue and WitFloatValue from responses in Voice SDK
Added ProjectSettings file for sharing server access token between teams
Added an intent selection dropdown for WitIntentHandler
Parallel Wit requests are now queued to reduce latency
What's Fixed
Fixed Unity cubemaps being rotated 180 degrees. If cubemaps were authored to depend on this rotation, use the Use Legacy Cubemap Rotation option in OVROverlay, which will restore this rotation. It would be best to correct the cubemap as this option will be deprecated in a later release.
Added missing meta files to Unity integration
Poke interactable visual will no longer get stuck in the select state if disabled
Flat plane canvas no longer visible behind the curved overlay in BasicPoke and BasicRay
All shaders are now compatible with OpenXR and URP
HandGrab interactors set ShouldSelect and ShouldUnselect correctly
Better handle cases where the mic is closed rapidly with no data
Improvements
OVRSpatialAnchor is a Unity GameObject component that represents a Spatial Anchor. Add this component to any GameObject to associate the object with a new or existing Spatial Anchor.
UUIDs used to persistently identify Spatial Anchors now use System.Guid
Added sound effects to distance grab
Angled key grab pose angle to look more natural
In Hand Grab editor, GhostProvider loads automatically
Cleaned up the interaction rig. Hands, controllers, hmd, and velocity calculators have been broken out into individual prefabs.
Switched to Time.realtimesincestartup for all tweens and animations
Deprecation
Removed experimental functions and structs for Spatial Anchors in OVRPlugin with the SpatialEntity prefix
Transformables moved to Grabbables folder, Transformable folder is now deprecated
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.
Initial release of Spatial Anchors. Spatial Anchors empower developers to place world-locked content that can persist their location and rotation across sessions over time. A Spatial Anchor example project is available in the Samples folder. See Spatial Anchors Overview.
Initial release of Scene. Scene empowers developers to quickly build complex and scene-aware experiences that have rich interactions with the user's environment, including floors, ceilings, walls, and furniture. For more details, see Scene Overview.
What's Fixed
The HandTrackingVersion is now set correctly in the manifest file.
Ovrplugin XR on PC VR no longer crashes on exit.
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.
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.
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
PC VR
Platform SDK
Quest
Release notes
Rift
Unity
Unreal
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