OpenXR News and Feedback Thread
This thread is to highlight latest developments regarding Oculus and OpenXR! If you're running into any issues with OpenXR and/or have feedback to share, leave it as a comment in this thread! Latest Update 7/23/21: Oculus opens full support for OpenXR, deprecating proprietary APIs! Full Support for OpenXR means that we: Help developers build new applications with OpenXR via our Developer Site Perform QA testing of OpenXR to ensure features are working Address bugs when reported Provide developers API access to new capabilities via OpenXR A year from now (August 31, 2022), Compatibility Support for Oculus Native Mobile and PC APIs will end and they will be Unsupported. Existing applications will continue to function on Oculus devices, but our level of support will change. Read the full details in the following blog: https://developer.oculus.com/blog/oculus-all-in-on-openxr-deprecates-proprietary-apis/ Past Updates 7/23/20: As of v19, we are officially supporting OpenXR 1.0 implementation. Developers can now submit their OpenXR apps to the Oculus Store. For mobile, please use the OpenXR loader that shipped with v19 or higher. You can find the latest PC SDK version here and the latest version of the OpenXR SDK here. Known Issues (will be fixed in future release): Grip pose is misaligned. Action spaces continue to track even when isActive == false, which is conformant but misaligned with other runtimes. This will cause issues if relying on on tracking state vs. isActive for rendering hands. Parent interaction profile bindings are missing for non-natively supported profiles (everything besides the Simple, Touch, and XBox controller profiles). If you have any questions regarding this release, please post them as a reply to this thread!31KViews4likes22CommentsOculus Unity Integration - v1.41 (10/03/19)
Version 1.41 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 Added support for “Low Overhead Mode” in Player Settings for Android applications. Applications that use OpenGL ES can build release apks that will will skip error checking and improve performance of the app. Android development now defaults to target “Quest”. OVROverlay now supports rendering L1 Widevine DRM protected content. See the updated OVROverlay guide for more information. Mixed Reality Capture updates - Deprecated support for OVRSandwichComposition on Rift applications. MRC camera is now cloned from the main camera and inherits any camera effects applied to the main camera. Destroying OVRManager no longer terminates MRC streaming from Oculus Quest, it will continue with the creation of a new instance of OVRManager. Integration Changes Updated the Oculus Unity Integration to 1.41, including: Updated the Audio Spatializer to 1.41 Updated the LipSync integration to 1.41 Updated the Platform integration to 1.41 Updated the Avatar integration to 1.41 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. Bug Fixes Fixed an issue where PC apps may experience unexpected flicker when the Render Scale changes. 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 (v1.40) can be found here: https://forums.oculusvr.com/developer/discussion/80332/oculus-unity-integration-v1-40-08-29-194.8KViews0likes7CommentsOculus Developer Team - Priority List and Roadmap!
High Priority Issues by the Oculus Developer Team Checkout the list of High Priority issues we’ve heard from developers over the past couple of years: https://developer.oculus.com/pain-points We have incorporated goals for our team to work on these to improve the developer workflow. Please note that this list is subject to change! We very much welcome feedback on this list. New Roadmap by the Oculus Developer Team Check out the roadmap of features we're working on to improve the developer workflow: developer.oculus.com/roadmap Please note that this roadmap is subject to change! We very much welcome feedback.1.5KViews0likes0CommentsQuestions and issues with the OpenXR Framework?
Oculus OpenXR Mobile SDK: https://developer.oculus.com/downloads/package/oculus-openxr-mobile-sdk/ Prototype OpenXR Support for PC Development: https://developer.oculus.com/documentation/native/pc/dg-openxr/ Please post your questions and issues with the OpenXR Framework in this forum for your fellow developers to see and answer - chances are these questions and issues will be shared! If you need extra eyes on an issue you're experiencing, please submit a ticket through https://developer.oculus.com/contact with the Issue Type "Development - OpenXR". We'll file a task on your behalf to the OpenXR team to take a look at your issue.1.9KViews0likes3CommentsOculus Integration for Unity - 1.32.1 (01/22/19)
The latest version of our Oculus Integration for Unity can always be found on the Unity Asset Store. More information about this release can be found here. Due to compatibility issues we do not recommend using the any 2018.3.x versions of the Unity Editor for Oculus development. If you need to use a 2018.3.x version, or need to fix a broken project, please see the workaround forum post - Using the Oculus Integration with Unity 2018.3.x. 1.32.1 Update Notes 1.32.1 fixes a pair of issues introduced in 1.32.0: Fixed an issue where some users with older CPUs were unable to use the latest Oculus Integration. Fixed an issue where users were unable to successfully import the latest Oculus Integration into the Unity Editor. New Features Added the Oculus Profiler Panel to provide real-time metrics for all development builds. Use the Oculus Profiler Panel to debug and optimize your app during development. Added OVROverlay support to Unity Cross-Platform Development. The Sample Framework now ships as part of the Oculus Integration. Changes to the Oculus Samples will be captured as part of the Oculus Integration release notes. Improved performance of the Rift occlusion mesh to reduce a high GPU cost with OVRPlugin. The Unity editor preview may be smaller as the new occlusion mesh culling is more aggressive. Integration Changes The Unity Integration 1.32 contains the following changes to the Oculus Integration for Unity package: Update the Oculus Utilities to 1.32.1 Update the Platform SDK to 1.32 Update the Audio Spatializer to 1.32 Sample Changes The Unity Sample Framework has been updated for the 1.32 release. The new or rewritten sample scenes are listed below. Please visit the updated documentation for more information about the new Sample Framework and how you can use the samples to build your app. Scene Concept Illustrated AvatarGrab Demonstrates the use of Avatar hands to grab and manipulate predefined objects. Locomotion Provides a framework for moving an Avatar through an environment with support for linear movement, teleports and related input, and visual effects. OVROverlay Demonstrates how creating a UI with a OVROverlay compositor layer improves image quality and text clarity in comparison to an application layer UI. CustomHands Demonstrates the use of custom hand models. Developers can use this as a starting point for their own hands by building on the existing models and animations. DistanceGrab Demonstrates the use of custom hands to grab and manipulate objects at a distance by having them zoom toward your hand. GuardianBoundarySystem Illustrates use of OVRBoundary API to interact with the Guardian System outer boundary and play area. CustomControllers Demonstrates custom controller models and interactive animations. While discouraged for use in gameplay, developers may want to use controllers in some specific cases, such as tutorials or demos. DebugUI An isolated example of the debug UI used in other sample scenes. By adding the CanvasWithDebug prefab to your project, developers can easily create UIs like the one in this scene. MixedRealityCapture A scene with mixed reality capture enabled. StartScene Used when building to create a menu from which to select one of these sample scenes. About the Oculus Unity Integration Unity provides built-in VR support for the Oculus Rift, Samsung Gear VR, and Oculus Go. 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.1.6KViews0likes2CommentsAPK is signed with Signature Scheme V3
Some of you may have encountered this error prompt recently when uploading your APK: ERROR: APK is signed with Signature Scheme V3, which is not yet supported. Please disable signing with Scheme V3 and upload again. Our build upload and scanning process in the past has only supported v1 APK signing. However, recent change in the process now fully enforces v1 APK signing, resulting in the message you are seeing now. As such, if you're using Unity, you should be able to use Gradle to v1 sign. To do so, make sure you generate a custom Gradle template (https://docs.unity3d.com/Manual/android-gradle-overview.html), which should create a file called mainTemplate.gradle. Open this file in your preferred text editor and add in the following line: v2SigningEnabled false A perfect example of what the mainTemplate.gradle file should look like can be found here: https://developer.android.com/about/versions/nougat/android-7.0#apk_signature_v2 If you are not using Unity or prefer not to use Gradle (and want to use the regular internal build system instead), you can use jarsigner (found in your JDK bin folder) to sign your built APK with v1. To do so, use the following command (replacing the variables in <> with your app's specific arguments): jarsigner -verbose -sigalg SHA1withRSA -digestalg SHA1 -keystore <KEYSTORE> -storepass <STOREPWD> -keypass <KEYPWD> <APKFILE> <ALIASNAME>6.5KViews3likes14CommentsFebruary Tech Updates (2/5/19)
The latest updates from the Oculus Software, Integrations, and Docs teams are now live. This month's major updates include the launch of Oculus Rift livestreaming, the introduction of a new Audio Propagation package to our Audio SDK, and more! Read more here: https://developer.oculus.com/blog/february-monthly-tech-updates/1.2KViews1like3CommentsOculus Unity Integration - v1.42 (10/23/19)
Version 1.42 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 1.42 is a maintenance release. There are no new features in this release. Integration Changes Updated the Oculus Unity Integration to 1.42, including: Updated the Audio Spatializer to 1.42 Updated the LipSync integration to 1.42 Updated the Platform integration to 1.42 Updated the Avatar integration to 1.42 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 (v1.41) can be found here: https://forums.oculusvr.com/developer/discussion/81420/oculus-unity-integration-v1-41-10-03-193.2KViews1like6CommentsOculus Unreal Integration - v1.41 (10/09/19)
Version 1.41 of our integration for Unreal Engine 4.23 has been released! The Oculus Integration for Unreal provides support for VR applications that target the Oculus headsets. This integration enables your applications to support stereoscopic rendering, orientation tracking, and positional tracking. For more information, see our Unreal Engine Developer Guide. For beginning or casual developers, we recommend the Unreal Engine binary available through Epic’s Launcher: https://www.unrealengine.com/download Oculus Source Distribution Note: To access the latest distribution of our Oculus Source, you must log into a subscribed GitHub account first, otherwise you will get a 404 error from the link below. You can grab the latest version of the Oculus UE4.23 Source here: https://github.com/Oculus-VR/UnrealEngine/tree/4.23 More information about this release can be found here. New Features Enabled late-latching on Quest + Vulkan. This feature can can reduce rendering latency by up to 1 frame. To enable late latching, check the LateLatching checkbox under OculusVR plugin settings. Integration Changes Updated the Oculus Unreal Integration to 1.41. Updated the Platform SDK integration to 1.40. Updated the Audio SDK integration to 1.41. Bug Fixes Fixed a controller-updating race condition, which could cause controller movement hiccups if the app hit the FPS target. Fixed a Dash depth compositing issue on UE 4.23. Fixed a pipeline state cache bug under Multiview, which can cause memory leaks and render-thread slow down. Known Issues A significant drop in frame rate occurs when UE4 is not in focus in VR preview mode. To avoid this issue, uncheck the Use Less CPU when in Background in Edit > Editor Preferences > General (left sidebar) > Miscellaneous (left sidebar) > Performance. Exclusive Mode issues: Setting the mirror window to full-screen exclusive mode will not work correctly if the monitor and HMD are connected to different GPUs. The thread for the previous version (v1.40) can be found here: https://forums.oculusvr.com/developer/discussion/80333/oculus-unreal-integration-v1-40-08-29-195.8KViews3likes20Comments