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mousebear
Honored Contributor
May 23, 2019

Oculus Unity Integration - v1.37 (05/21/19)

Version 1.37 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

  • The 1.37 Oculus Integration for Unity adds development support for the Rift S headset.

Integration Changes

  • Updated the Oculus Unity Integration to 1.37, including:
    • Updated the LipSync integration to 1.37

Integration Changes

All Unity 2018.2 versions
  • (Mobile) You'll need to either switch the AndroidBuildSystem to internal or export a Gradle project and modify the SigningConfig in the build.gradle file to include v1SigningEnabled=true, v2SigningEnabled=false.
2018.2.20f1
  • (Mobile) Some game objects may appear darker when loaded in 2018.2.20f1. To work around this issue, load the project in another version of Unity, like 2018.2.19.

General Unity Known Issues

For more information on the known issues with this version of the integration, please read the full release notes here.

The thread for the previous version (v1.36) can be found here: https://forums.oculusvr.com/developer/discussion/74996/oculus-unity-integration-v1-36-04-23-19
This topic has been closed for replies.

18 replies

New Participant
May 23, 2019
The sample scenes aren't recognizing my Rift S. Is there any set up you have to do when using an S?

New Participant
May 24, 2019
I can't get Oculus Integration to work with Unity 2019. I get error messages on missing assamblies. Are there versions that work /doesn't work with 2019?
May 24, 2019
Hi, Querying OVRPlugin.productName is still returning "Oculus Rift CV1" when the Rift S is attached. How are we meant to detect the Rift S?

Thanks,

Tim
Participant
May 25, 2019
When will this be available through the package manager?
Participant
May 27, 2019
Updating the Oculus Integration through the Unity store results in an error in 2019.2.0b3. I'm unsure if this is a Unity error or a fault with the Oculus Integration.
Failed to import package with error: Couldn't decompress package
UnityEditor.Web.JSProxyMgr:DoTasks()
Edit: Nevermind, I just ran out of disk space. lol.
Participant
May 27, 2019

TheNarf said:

I can't get Oculus Integration to work with Unity 2019. I get error messages on missing assamblies. Are there versions that work /doesn't work with 2019?


This is an issue with 2019.2 at the moment, you can fix it by going the Oculus asmdef files and manually adding unity.ugui as a dependency
New Participant
May 29, 2019
Hi guys, I am having the following error in the console after updating to :
Assets\Oculus\Spatializer\Editor\ONSPPropagationSerializationManager.cs(61,60): error CS0117: 'ONSPPropagationGeometry' does not contain a definition for 'GeometryAssetPath'
Any ideas?
Thank you.

New Participant
May 29, 2019
I'm using both 2019.1.4f1 and 2019.1.2f1 and getting the error on the network system dependencies not existing (I believe this is from unity no longer supporting UNET / Networking in 2019+. I can comment this library out in the OVRSystem file but the integration "updates" me to 1.32 from the 1.37 I imported from the asset store... any ideas? Thanks! 
New Participant
May 31, 2019
Hello. I just purchased the oculus rift s specifically to learn how to develop with the unity.  I went to the asset store to download the integration package. followed a tutorial but was not able to see the sample example. I also continue to have the the oculus setup interfere with the unty imagery

New Participant
June 2, 2019
Just updated from 1.32. OVRTrackedRemote class was changed to OVRControllerHelper (why?) but filename stayed OVRTrackedRemote.cs... was this intended? It breaks the asociated script on the TrackedRemote prefab making it unusable. Had to rename the class back to OVRTrackedRemote so it keeps all references.