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mouse_bear
6 years agoRetired Support
Oculus Unity Integration - v1.39 (07/26/19)
Version 1.39 of our integration for Unity has been released!
The Oculus Integration for Unity package adds scripts, prefabs, samples, and other resources to supplement Unity’s built-in support. The package includes an interface for controlling VR camera behavior, a first-person control prefab, a unified input API for controllers, advanced rendering features, object-grabbing and haptics scripts for Touch, debugging tools, and more. For more information, see our Unity Getting Started Guide.You can grab the latest version of our Unity Integration here (through the Unity Asset Store): https://assetstore.unity.com/packages/tools/integration/oculus-integration-82022
More information, as well as general known issues with Unity, about this release can be found here.
New Features
- Updates Mixed Reality Capture support:
- Updates to the Oculus Quest Mixed Reality Tools package.
- Added support to change the backdrop color of your Mixed Reality Capture foreground.
- The Unity Profiler now supports GPU profiling on Oculus Quest and Oculus Go, see the Testing and Performance Analysis page for additional information.
Integration Changes
- Updated the Oculus Unity Integration to 1.39, including:
- Updated the Audio Spatializer to 1.39
- Updated the Lipsync integration to 1.39
- Updated the Platform integration to 1.39
- Updated the Avatar integration to 1.39
Known Issues
- Please read the release notes in their entirety here: https://developer.oculus.com/downloads/package/unity-integration/
The thread for the previous version (v1.38) can be found here: https://forums.oculusvr.com/developer/discussion/77572/oculus-unity-integration-v1-38-06-21-19
25 Replies
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- ApprovedAnonymousLink to download 1.38 for those who can't wait
https://developer.oculus.com/downloads/package/unity-integration-archive/ - feirtechHonored GuestI'm going to have to add my comments in here as well. 1.39 is broken. 1.38.2 was working fine for us on both Oculus Go and Oculus Quest. Now 1.39 will not detect the correct headset when I deploy the app from Unity. It thinks my Quest is a Go. Very frustrating because I have clients that want their applications finished. When will this get fixed?!?UPDATE: I finally got it working on the Quest by following these instructions. https://developer.oculus.com/documentation/quest/latest/concepts/book-unity-gsg/#oculus-integration-for-unityFYI, last version didn't require you to go through all this just to get it to detect the Quest correctly. OVRManager is attached to the OVRCameraRig and that's where you need to select the target device. Don't forget to Remove and regenerate the Android manifest. What a pain to have to figure this all out when it used to work fine...
- qq443473730Honored GuestI Just Buy a New Oculus Quest,I have bought one before,The old one everything is fine except missing localavtar hand,But the New one is recognised as Oculus Go,Only one hand model can be seen and used at the sametime,I doubt if the new Oculus Quest OS can't be recognised as Oculus Quest by this sdk,the new Oculus Quest device is downloading the newest by default,I cannot choose the Os Version,I hope this can be fixed in next version. :'(
- nix_MWGDHonored GuestIs there a fix for the Oculus Go? My client's project has been broken since this update and no fix I've tried has worked so far, all the suggested fixes seem to be for the Quest.
- foohrichHonored GuestThis plugin version is obviously broken. Can someone provide us with an official statement if and when there will be a new release? Is there a short-term solution, for example a guide on how to manually switch back to version 1.38 of the plugin?
- ApprovedAnonymousI'm also having a problem with missing hands. Using Rift and Unity 2019.1.2f1. I have a valid ID and an existing research platform (still being built) which is suddenly useless because of the update. Strange that no one from Oculus has described the fix on this site. Nearly 2 weeks after the first comment. Is this a suitable future development platform? @blackfox.studio @Barbadel @Blitz64 @hawken
- roberthendry84Honored GuestActually I guess that version isn't for Unity anyway... well the real problem is that for the last 2 days I've been trying to get the unity Oculus Integration 1.39 to work, but my scripts can't find the namespace 'Oculus' so the scripts can't use LeaderboardEntry or even Oculus.Platform at all. The files are all located where they were before the upgrade so something is wrong. Any help would be greatly appreciated :)
Edit: I am reimporting all unity assets because all of the scripts are not processed yet after bringing them all back in. I will try to just 'comment out' the Leaderboards script after the 2 hour reimport has finished and see if that will help it see the Oculus namespace.
Edit 2: My files have processed and they still can't find 'Oculus' namespace! What is going on? :(
So basically I either need my files to find the 'Oculus' namespace with the updated Oculus Platform (Fix 1), or for checking Entitlements to actually get called in my older code (Fix 2). Please can someone find an answer? I would be eternally grateful :) - roberthendry84Honored Guestthe platform SDK 1.39 download on this page: https://developer.oculus.com/downloads/package/oculus-platform-sdk/1.39.0/
is an html: ovr_platform_sdk_1.39.0.zip.html
Am I supposed to change the file to just a .zip to get it to work? Or is it a bug? - ApprovedAnonymousUsing the Integration package in Unity in a high school classroom. We were able to test the OVRPlayerController by holding down CTRL+WASD and checking locomotion (while also being able to check environments being built) - this meant we didn't need a Headset on each computer - the 1.39 update doesn't seem to do that anymore...or does it? Anyone know if the ability to preview without the Headset feature still exists?
- vrz_devProtegeSOLUTION: HOW TO GET BACK YOUR HANDS
I confirm @Barbadel post, it works.
Many thanks to Valem (https://www.youtube.com/channel/UCPJlesN59MzHPPCp0Lg8sLw) for highlighting this solution :- In your browser
- Find the APP id in the left side menu tree hierarchy Manage/<myorg>/<myapp>/Getting Started API (create one if you don't have)
- Get back to Unity3D
- Oculus > Avatars > Edit Settings (paste your App Id)
- Oculus > Platoform > Edit Settings (Paste your App id)
Recompile the whole thing and the hands will magically reappear
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
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