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mouse_bear
6 years agoRetired Support
Oculus Unity Integration - v1.40 (08/29/19)
Version 1.40 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 to the Oculus Quest Mixed Reality Tools package.
- Added Late Controller Update to OVRManager. pdates the pose of the controllers immediately before rendering, for lower latency between real-world and virtual controller movement.
- Updated the behavior of Use Recommended MSAA Level in OVRManager. This setting is now enabled by default.
OVRDisplay.RecenteredPose:Is now supported on Quest. The event is sent anytime a user recenters.- Removed the requirement to manually generate an AndroidManifest.xml file with the headtracking manifest flag for Oculus Quest support. Simply adding "Oculus Quest" to the list of target devices in OVRManager will update the manifest file.
Integration Changes
- Updated the Oculus Unity Integration to 1.40, including:
- Updated the Audio Spatializer to 1.40
- Updated the Lipsync integration to 1.40
- Updated the Platform integration to 1.40
Importing the latest Oculus Integration
When importing a new version of the Oculus Integration into an existing project, follow the steps on Importing the Oculus Utilities Package to ensure a smooth upgrade experience.
Known Issues
Please read the release notes in their entirety here: https://developer.oculus.com/downloads/package/unity-integration/Legacy Unity Release Archive
Legacy versions of the Unity Integration can be found in the Unity Integration Archive.
The thread for the previous version (v1.39) can be found here: https://forums.oculusvr.com/developer/discussion/79116/oculus-unity-integration-v1-39-07-26-19
23 Replies
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- GigaSoraExpert ProtegeSoft Question: WHen can we expect to see Oculus Avatar support for LWRP/URP? Would be very helpful.
- preston_mccauleProtegeIt's always a ghost town out here. Can we get an ETA on an update or a workaround for the teleport backward issue.
- preston_mccauleProtegeYep, sure enough teleporting goes the wrong way. Also, can anyone for the life of me tell why you have to enter an ID for the avatar hands? That just doesn't make any sense. Lastly, Is there a page to download the 1.39 SDK somewhere still?
- demodern2Honored GuestOk, I updated my project to 1.40 and from Unity3d editor the headset is not recognised, in the headset the Unity windows shows "loading" status just like the the following screenshot. I tried also with the SDK examples in a new project and same issue.
- dcfreemanExplorerHello all,
1.40 seems to have an issue with loading new scenes. It crashes out to the lobby. I upgraded from 1.38 to 1.40 and noticed this behavior. - adi.gonen.14Honored GuestThat nice. But will OVRManager.display.RecenterPose(); work as well?
- vrz_devProtegeHi Guys,
my project is currently running on 1.39 and working fine. Since I don't want to mess up my deadlines updating to 1.40 can you tell me if this is the safest procedure?
https://developer.oculus.com/documentation/unity/latest/concepts/unity-import/ - stackarnProtegeI just tried the Oculus Integration 1.38 and 1.39 and it works fine with 1.38 but not in 1.39 and 1.40.
- stackarnProtegeWell, today I tested it once again with a fresh Unity 2019.2.1f1 project because I want to try it with the Rift S instead.
- Imported Oculus Integration 1.40.
- Verified that Virtual Reality Supported is ticked.
- Loading the Avatar/Samples/Controllers/Controllers sample
..and it does not work with Rift S as well. The Anchors are following the controllers, but there is no model rendered. When I tried this about a year ago with my original Rift, I can't remember that it was complicated to render both hands and controller models.
I have been using SteamVR/VRTK and haven't too much experience with the Oculus SDK. - m4ng4Honored Guest
goodbyesquare said:
The AvatarGrab example scene is also completely broken as it will infinitely spawn skinned mesh renderers when you have hands enabled (app id in the avatar settings) for some bizarre reason.
I'm not at home right now but i think i got the same when avatargrabber wasent a child of avatar and/or camera rig.*So set them as child object and that should dissapere*
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