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mousebear
Honored Contributor
June 21, 2019

Oculus Unity Integration - v1.38 (06/21/19)

Version 1.38 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

Integration Changes

  • Updated the Oculus Unity Integration to 1.38, including:
    • Updated the LipSync integration to 1.38
    • Updated the Audio Spatializer to 1.38

API Updates

  • Breaking change: the OVROverlay prefab now requires an instance of the OVRManager prefab to be present. Apps that wish to update to 1.38 or later may be required to add OVRManager.
  • Renamed the TiledMultiRes setting to FixedFoveatedRendering.

Known Issues

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.

Other 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 (v1.37) can be found here: https://forums.oculusvr.com/developer/discussion/75863/oculus-unity-integration-v1-37-05-21-19
This topic has been closed for replies.

28 replies

June 22, 2019
Fixed Foveated Rendering (FFR) is broken in the lightweight render pipeline (LWRP) for Oculus Quest. Is this a known issue?
June 22, 2019
Also, there's a bug in GetOculusProjectConfigAssetPath() if you have spaces in your path.

Line 55 should be:
// Because spaces become %20 in Uris
return Uri.UnescapeDataString(relativeUri.ToString());
New Participant
June 22, 2019
GearVR Unity 2018.2.20f1

On upgrading from v1.37 to v1.38, while trying standalone on editor I have lost the emulator support, then I checked in OVRManager.cs Line 1297
if (OVRPlugin.initialized || (Settings.enabled && Settings.loadedDeviceName == OPENVR_UNITY_NAME_STR))

I get OVRPlugin.initialized = false and Settings.loadedDeviceName  = "", so OVRManager is never initialized.

Also, the IAP bug is not yet fixed.
You cannot purchase two items. On second purchase when IAP item is selected and the window goes to oculus home to purchase the item, the window transitions back to the game without the callback being called.
New Participant
June 22, 2019
Not worked on Unity 2019.1.4f1 and 2018.3.13f1 with following warning log.

Virtual Reality SDK Oculus failed to initialize.
Will attempt to enable None instead
June 23, 2019
This is going to sound really nit picky, but I noticed that some of the files in the SDK are indented with spaces, some are indented with tabs, some have brackets on the same line, some have brackets on a newline. OculusPlatformSettingsEditor.cs is even indented with 2 spaces!

Can you guys just have a coding style battle royale and unify on something, please?

(You probably didn't even know you were eating lunch next to someone who indents using spaces.)
Up and Coming
June 24, 2019
Is there any infomations about body tracking & share space?
Up and Coming
June 24, 2019
Are you guys going to fix editor "Virtual Reality SDK Oculus failed to initialize" BUG or is there some workaround for now ?
Up and Coming
June 25, 2019
I'm using the new build, when I deploy to my device it looks like my developer build is running (using the same distance grab scene) I get the loading dots, then it just crashes back to home... - anyone get this working yet?
Up and Coming
June 25, 2019
Unity (2019.1.8f) Create New 3D project, Integrate 1.38 - Runs fine
Switch Platform to Android, Run not working, no tracking, no Unity in headset (Oculus CV1)
Switch Platform back to windows - Not working, same as above

Which is most stable version for quest development until its fixed ?

June 27, 2019


Not worked on Unity 2019.1.4f1 and 2018.3.13f1 with following warning log.

Virtual Reality SDK Oculus failed to initialize.
Will attempt to enable None instead



I've been having the same issue on Unity 2019.1.8f1. However, it was running just fine for a while on Tuesday... I think it was Tuesday. I didn't change a thing but the SDK v1.38.0 was showing up in console as it should. Now I am seeing what is in the attached screenshot. 

In any case, I have included OpenVR and Unity will fallback to that for running in the Editor. This will allow you to continue development at least. If using a LocalAvatar, the finger animations will not match the controller. 

This particular project is setup for Quest and I have been using my Rift S for checking progress. This has not caused any issues with building and pushing an APK to the device. 

@NinjaGaijin
 Any ideas on why the SDK is intermittently initializing? I've noticed others having this issue too.