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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

Participant
July 8, 2019
I also get

Virtual Reality SDK Oculus failed to initialize.
Will attempt to enable OpenVR instead.


Participant
July 9, 2019
TeleportTransitionBlink script is also not working anymore. I think the important lines of code are commented out ;-)
New Participant
July 16, 2019
Hi,

Same issue here (Virtual Reality SDK Oculus failed to initialize.) with this update and unity 2018.4.2... Is there any fix or workaround? 
New Participant
July 17, 2019
Hi,
1.(Unity Integration v1.37)Unity UnityEngine.XR.Recenter not working on Quest.
2.(Unity Integration v1.37)Left handle is out of power, right handle cannot fire(OVRInput.GetDown(OVRInput.Button.SecondaryIndexTrigger)) (PS: exit the game, right handle trigger button is effective)
Is there any fix or workaround?Thx!?
July 21, 2019
What is the purpose of creating this form if devs do not read it?
Up and Coming
July 26, 2019
Should I add to this? 
Virtual Reality SDK Oculus failed to initialize.
This is getting OLD. 

EDIT: Found a fix. when it asks about the spatializer select delete new spatializer. Then it works fine. Do they even try this stuff? 
Participant
July 26, 2019
Probably related - switching to left hand on Go leaves our pointer at 0.0.0. 
Glad I came across this post finally!
I hope 1.39 fixes it so I don't have to regress.
New Participant
August 11, 2019
Runs fine from mac to quest , unfortunately I find very confusing the inputs - controllers.
They are glitching and it's very not clear how the inputs are set. Hands and controller are never rendered in the same moment- you press a button and they show up, and they show up also in the origin [wtwf]. I followed all the instructions and I am using 2019.1.14f1. 

Is there anyone that knows where a not defected player prefab can be downloaded or what part of the script needs to be changed. 

Thank you. 

note. seeing the previous comments I see I am not the only one. Very frustrating. cmon. Will update if I work on it.