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Oculus Integration SDK (Legacy)

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Updated: Mar 15, 2023|
Version
50.0
Oculus Integration SDK has been replaced by Meta XR UPM packages as of v59.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 50.0 Release Notes

The Oculus Integration SDK for Unity provides support to develop Oculus apps in Unity. The SDK v49.0 comes bundled with the
  • OVRPlugin 1.82.0
  • Audio SDK 47.0
  • Platform SDK 50.0
  • Lipsync SDK 29.0
  • Voice SDK 50.0
  • Interaction SDK 50.0

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

    What's New

    VoiceSDK

  • Conduit Entity Synchronization. Conduit can now automatically synchronize Wit.Ai entities (including synonyms) with their corresponding Enums in the code without leaving the Unity Editor.
  • Conduit Relaxed Mode - In this mode, the Conduit dispatcher will attempt to resolve callback methods using the parameter types if no exact parameter matches by name are found.
  • Code Navigation - The Voice SDK Settings dialog can now navigate directly to relevant code for enums representing Wit.Ai entities and callback methods.
  • OVRPlugin

  • Legacy backend of OVRPlugin which supports CAPI and VRAPI will be removed in v51.
  • InteractionSDK

  • InterfaceAttribute is no longer limited to accepting MonoBehaviour types, but instead can accept any UnityEngine.Object.
  • What's Fixed

    VoiceSDK

  • Fixed Conduit Assembly selection may not be persisted correctly.
  • Fixed repeated logging on missing intents. Now it only reports once.
  • OVRPlugin

  • OVRPlugin will return a failure when running on non-Oculus PC XR runtimes and allow Unity to elegantly fallback to the next XR provider defined in the project.
  • InteractionSDK

  • Removed aliasing on rounded button corners.
  • Meta XR Simulator

  • Fix control scheme when rotating headset and controllers
  • Improvements

    VoiceSDK

  • Manifest generation is now optimized to exclude irrelevant assemblies, including the SDK's samples, by default.
  • Additional support for built-in types like DateTime in Conduit.
  • Default confidence level in Conduit callbacks has been lowered to 51% if not specified.
  • When selected Conduit assemblies change, the manifest is regenerated automatically.
  • InteractionSDK

  • Grabbable now contains an optional Transform field to override the transform of the Grabbable.
  • Added CloseDistanceThreshold to Poke interaction to allow interactables at slightly different z depths to be treated as coplanar for the sake of targeting.
  • Reduced memory allocations in Distance Grab interactions.
  • Controller ray visuals can now be hidden when not hovering UI.
  • Added a HandGrabInteractable Prefab that allows to easily setup a Hand Grab Pose directly in the Editor.
  • Known Issues

  • 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.
  • 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.
  • 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.
  • Changing modes in Lipsync_Demo on Oculus Quest is currently not supported.

  • Link Known Issues:
  • Passthrough over Link doesn't display after the headset sleeps, for example when the device is doffed. To prevent the device from sleeping when it is doffed, you can disable the proximity sensor in the Meta Quest Developer Hub (in Device Manager). Rebooting the HMD will recover from the error state.
  • 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.