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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

Participant
June 4, 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?


2019.1.2f works fine and 2019.1.4f works as well. I do not suggest going past that as it breaks.

New Participant
June 6, 2019
Thanks for all the great work on this. I've just downloaded OvrLipSync 1.37.0 and I see it has iOS plugins (.dylib). What's the status of iOS support in 1.37.0 (for LipSync only)? AFAIK .dylib plugin support was added in Unity 2019.1 (previously .dylibs required funky hacks it would seem). Does this mean that there's iOS support but that it requires Unity 2019? Ta.
New Participant
June 6, 2019
With Oculus Integration 1.37 and Unity 2018.3.x or 2019.x.x when I do Teleporting on my Quest, 50% or more of the time, I teleport in the opposite direction (behind my starting point) from where I set my teleport destination. (I know it's possible to change head orientation in the same Teleport move, but I'm not being confused by that). Has anyone had any success working around this issue so that Teleporting works consistently ?
Participant
June 6, 2019
The Touch Quest models are in Oculus/VR/Meshes/OculusTouchForQuestAndRiftS for the v1.36, but they seem to be nowhere in v1.37.  When I ask the LocalAvatar for controller models I get the old touch controllers for Rift, which are wrong for the Quest.  Where did these models disappear to?
Participant
June 7, 2019
...Sorry, found the problem.  Unity was for some reason saying "1.37" on the asset store, but on clicking the big "Import" button it was using a cached older version.  That's not the problem of the Oculus Integration package, but it would have been easier to solve if there was a README.txt in the top-level Oculus folder with the version number...  For reference, I fixed it by removing C:\Users\accountName\AppData\Roaming\Unity\Asset Store-5.x\Oculus.
Up and Coming
June 17, 2019
Trying to run the Social Starter sample on the Oculus Quest it just quits straight away.  When I use the device monitor, I see the errors...

06-17 14:41:22.447: E/OVRMediaServiceManager(1714): Not initialized
06-17 14:41:22.744: E/OVRService(1714): Unable to find AppId for package (com.xxx.myapp)

This is despite having the app id in the Oculus Avatar and Oculus Platform settings.  This was working on the Go.

Am I to assume this hasn't been tested on the Quest? :(

Just FYI, the same build still loads and runs fine on the Oculus Go.

Thanks
Up and Coming
June 19, 2019
I noticed that between integration v1.36 and v1.37, all references to OVRBoundary::BoundaryLookAndFeel have been removed. However, this wasn't indicated in the release notes, and there is no evident alternative for developers who reference this class in their code.

Is setting the boundary appearance no longer supported, or is it modified through some other method now?

In general, more thorough release notes would be greatly appreciated in the future. Needing to fix these issues blindly during an SDK upgrade adds a lot of friction to the development process.
Inspiring
June 21, 2019


...Sorry, found the problem.  Unity was for some reason saying "1.37" on the asset store, but on clicking the big "Import" button it was using a cached older version.  That's not the problem of the Oculus Integration package, but it would have been easier to solve if there was a README.txt in the top-level Oculus folder with the version number...  For reference, I fixed it by removing C:\Users\accountName\AppData\Roaming\Unity\Asset Store-5.x\Oculus.


EVERYONE THIS IS BIG! You'll spend days trying to figure out why the integration does't work go to %appdata% and delete your Oculus folder NOW, and every freaking time you need to import I spent dozens of hours trying to debug the wrong code!