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mousebear
Honored Contributor
September 6, 2019

Oculus Unity Integration - v1.40 (08/29/19)

Version 1.40 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 to the Oculus Quest Mixed Reality Tools package.
  • Added Late Controller Update to OVRManager. pdates the pose of the controllers immediately before rendering, for lower latency between real-world and virtual controller movement.
  • Updated the behavior of Use Recommended MSAA Level in OVRManager. This setting is now enabled by default.
  • OVRDisplay.RecenteredPose: Is now supported on Quest. The event is sent anytime a user recenters.
  • Removed the requirement to manually generate an AndroidManifest.xml file with the headtracking manifest flag for Oculus Quest support. Simply adding "Oculus Quest" to the list of target devices in OVRManager will update the manifest file.

Integration Changes

  • Updated the Oculus Unity Integration to 1.40, including:
    • Updated the Audio Spatializer to 1.40
    • Updated the Lipsync integration to 1.40
    • Updated the Platform integration to 1.40

Importing the latest Oculus Integration

When importing a new version of the Oculus Integration into an existing project, follow the steps on Importing the Oculus Utilities Package to ensure a smooth upgrade experience.

Known Issues

Please read the release notes in their entirety here: https://developer.oculus.com/downloads/package/unity-integration/

Legacy Unity Release Archive

Legacy versions of the Unity Integration can be found in the Unity Integration Archive.

The thread for the previous version (v1.39) can be found here: https://forums.oculusvr.com/developer/discussion/79116/oculus-unity-integration-v1-39-07-26-19
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23 replies

Corysia
Up and Coming
September 15, 2019



famwired said:

 I needed to use windows search folder to just find some example scenes.
And.. the sample scenes did'nt even work!


I wish all Oculus example files were in a separate Unity package so the Oculus Integration package contained only the required files.  This would simplify navigation and reduce Unity project size.


You could always do what I do and delete the useless stuff from your project after import.  I also have Assets/Oculus in my .gitignore file.
VR Development: https://discord.gg/8R9SHQP Quest Example: https://github.com/Corysia/Unity-Oculus-Example
Inspiring
September 15, 2019

Corysia said:

You could always do what I do and delete the useless stuff from your project after import.


Yes, this is my current technique, which requires my time determining what files are not required.
New Participant
September 17, 2019

Ok so what i can see by just playing with this, almost everything works with the rift.

To see hands you need to set render material. ok fine for testing phase.

But one big problem i can't overcome is that the hand grabber that should follow the controller stops as son as the headset is active... what!?

it dose get the transfoms but for some reason it is locked at position until the headset goes to sleep mode.

I don't need an explanination why this is so unstable but is it possible to get an answere on how to work around this?

simple fix?

New Participant
September 17, 2019


The AvatarGrab example scene is also completely broken as it will infinitely spawn skinned mesh renderers when you have hands enabled (app id in the avatar settings) for some bizarre reason.


I'm not at home right now but i think i got the same when avatargrabber wasent a child of avatar and/or camera rig.

*So set them as child object and that should dissapere*

Up and Coming
September 19, 2019
Well, today I tested it once again with a fresh Unity 2019.2.1f1 project because I want to try it with the Rift S instead.
- Imported Oculus Integration 1.40.
- Verified that Virtual Reality Supported is ticked.
- Loading the Avatar/Samples/Controllers/Controllers sample

..and it does not work with Rift S as well. The Anchors are following the controllers, but there is no model rendered. When I tried this about a year ago with my original Rift, I can't remember that it was complicated to render both hands and controller models. 

I have been using SteamVR/VRTK and haven't too much experience with the Oculus SDK.
Up and Coming
September 22, 2019
I just tried the Oculus Integration 1.38 and 1.39 and it works fine with 1.38 but not in 1.39 and 1.40.
Up and Coming
September 27, 2019
Hi Guys, 
my project is currently running on 1.39 and working fine. Since I don't want to mess up my deadlines updating to 1.40 can you tell me if this is the safest procedure?
https://developer.oculus.com/documentation/unity/latest/concepts/unity-import/
New Participant
October 2, 2019
That nice. But will  OVRManager.display.RecenterPose(); work as well?
Participant
October 7, 2019
Hello all,
1.40 seems to have an issue with loading new scenes. It crashes out to the lobby. I upgraded from 1.38 to 1.40 and noticed this behavior. 
New Participant
October 8, 2019
Ok, I updated my project to 1.40 and from Unity3d editor the headset is not recognised, in the headset the Unity windows shows "loading" status just like the the following screenshot. I tried also with the SDK examples in a new project and same issue.