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mousebear
Honored Contributor
July 29, 2019

Oculus Unity Integration - v1.39 (07/26/19)

Version 1.39 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

  • Updates Mixed Reality Capture support:
  • The Unity Profiler now supports GPU profiling on Oculus Quest and Oculus Go, see the Testing and Performance Analysis page for additional information.

Integration Changes

  • Updated the Oculus Unity Integration to 1.39, including:
    • Updated the Audio Spatializer to 1.39
    • Updated the Lipsync integration to 1.39
    • Updated the Platform integration to 1.39
    • Updated the Avatar integration to 1.39

Known Issues

Previous versions of the Unity Integration can be found here: https://developer.oculus.com/downloads/package/unity-integration-archive/

The thread for the previous version (v1.38) can be found here: https://forums.oculusvr.com/developer/discussion/77572/oculus-unity-integration-v1-38-06-21-19
This topic has been closed for replies.

25 replies

New Participant
August 12, 2019
This plugin version is obviously broken. Can someone provide us with an official statement if and when there will be a new release? Is there a short-term solution, for example a guide on how to manually switch back to version 1.38 of the plugin?
New Participant
August 13, 2019
Is there a fix for the Oculus Go? My client's project has been broken since this update and no fix I've tried has worked so far, all the suggested fixes seem to be for the Quest.
New Participant
August 13, 2019
I Just Buy a New Oculus Quest,I have bought one before,The old one everything is fine except missing localavtar hand,But the New one is recognised as Oculus Go,Only one hand model can be seen and used at the sametime,I doubt if the new Oculus Quest OS can't be  recognised as Oculus Quest by this sdk,the new  Oculus Quest device is downloading the newest by default,I cannot choose the Os Version,I hope this can be fixed in next version. :'(
New Participant
August 17, 2019
I'm going to have to add my comments in here as well.   1.39 is broken.  1.38.2 was working fine for us on both Oculus Go and Oculus Quest.  Now 1.39 will not detect the correct headset when I deploy the app from Unity.   It thinks my Quest is a Go.   Very frustrating because I have clients that want their applications finished.   When will this get fixed?!?

UPDATE: I finally got it working on the Quest by following these instructions.  https://developer.oculus.com/documentation/quest/latest/concepts/book-unity-gsg/#oculus-integration-for-unity

FYI, last version didn't require you to go through all this just to get it to detect the Quest correctly.   OVRManager is attached to the OVRCameraRig and that's where you need to select the target device.  Don't forget to Remove and regenerate the Android manifest.   What a pain to have to figure this all out when it used to work fine...
August 22, 2019