Develop
Develop
Select your platform

Oculus Integration SDK - Archive

Download
Updated: Feb 1, 2022|
Version
35.0
The archive contains earlier versions of the Oculus Integration SDK. It is highly recommended that you use the latest version.

Version 35.0 Release Notes

The Oculus Integration SDK for Unity provides support to develop Oculus apps in Unity. The SDK v35 comes bundled with the OVRPlugin 1.67, Audio Spatializer 32.0, Platform integration 35.0, Avatar integration 20.0, and LipSync integration 29.0, and Voice SDK 35.0. The latest SDK is available from Unity's Asset Store or from this page.

What's New


  • Production release of Voice SDK API lets you bring voice interactions to your app.
  • Experimental release of Spatial Anchors, part of the Facebook Presence Platform, is now available. Spatial Anchors are world-locked frames of reference you can use as origin points to place content that can persist across sessions. When you use Spatial Anchors together with the Passthrough API, you can resume mixed reality sessions and restore content to the same real world locations where users left them. Note: Experimental APIs are for research and development only and must not ship in production apps.
  • You can now use a mobile phone to produce mixed reality footage with the new Mobile Mixed Reality Camera feature.

  • What's Fixed


  • Hand tracking is supported with the OpenXR backend. This brings OpenXR-based OVRPlugin functionally back in line with hand-tracking provided in the legacy OVRPlugin. All the hand tracking properties such as hand skeleton, capsules, mesh, scale, pinches, pointer pose, input metadata flags, and active controller, are all supported.
  • With the OpenXR backend, OVRDisplay.displayFrequency can be used on PC after app starts
  • Unity Controller Model prefabs which were not hiding when Oculus Dash was displayed
  • Potential Asynchronous SpaceWarp marshalling issue by using OVRPlugin.Bool
  • A crash in GetTrackingTransformRelativePose when it is called before an OpenXR session is established

  • Improvement


  • Removed the signature of AddSurfaceGeometry which takes an additional transformation as parameter. AddSurfaceGeometry automatically handles all Unity to device coordinate transformations now.
  • Renamed Unity API functions from SetSpacewarp to SetSpaceWarp
  • Allow changing surface type to OVRPassthroughLayer until it's created internally
  • If a session state happens to end the session, xrSession will be delayed until the current in flight frame is finished. Previously, xrSession ended while frames were in flight which caused a lock up.
  • Enhanced the OVR Scene Quick Preview user experience flow

  • 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 subject.

    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


  • 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.