Skip to main content
Inspiring
August 24, 2016

Oculus Utilities 1.7 for Unity 5 Released

Oculus Utilities for Unity 5

This document provides an overview of new features, improvements, and fixes included in the latest version of the Oculus Utilities for Unity 5. For information on first-party changes to Unity VR support for Oculus, see the Unity Release Notes for the appropriate version. You will find an updated scripting reference for the included C# scripts in our Unity Developer Reference.

Note: Unity versions prior to 5.3.4p5 (or 5.3.3p3 + OVRPlugin 1.3) are no longer supported.

New Features

  • Updated OVROverlay.cs to support cubemap (skybox) and hemicylinder overlay shapes (mobile only) in addition to the existing quadrilateral Game Object shape.
  • Added OVRRTOverlayConnector to stream Render Texture contents to an OVROverlay. For more information, see OVROverlay and OVRRTOverlayConnector.
  • Added runtime support for Adaptive Resolution (see description in OVRManager).

API Changes

  • Unity versions prior to 5.3.4p5 (or 5.3.3p3 + OVRPlugin 1.3) are no longer supported.
  • OVRInput.SetControllerVibration may no longer address a pair of Touch controllers with OVRinput.Controller.Touch; you must address each controller individually using OVRinput.Controller.LTouch or OVRinput.Controller.RTouch.

Bug Fixes

  • When targeting Oculus Touch, OVRInput.SetControllerVibration calls are now limited to 30 per second due to performance issues; additional calls are discarded. (Note: we recommend using OVRHaptics to control Touch vibrations - it provides better haptics quality without the performance issues of OVRInput.SetControllerVibration().
  • Fixed crash in CreateDirect3D11SurfaceFromDXGISurface after eye buffer re-allocation on Rift.
  • Fixed OVRInput Xbox controller detection with Unity on Windows 10 Anniversary Edition.
  • Fixed delay when loading with “Run in Background” enabled.
  • Fixed missing runtime support for adaptive viewport scaling.

Known Issues

  • Gear VR
    • Unity 5 automatically generates manifest files with Android builds that will cause them to be automatically rejected by the Oculus Store submission portal. If this is blocking your application submission, please let us know on our Developer Forum and we will work with you on a temporary workaround.
    • Gear VR developers using Unity 5.3.4 or later, or using Unity 5.4.0b16 and later: Do not set DSP Buffer Size to Best in Audio Manager in the Inspector for now or you will encounter audio distortion. Set it to Good or Default instead.
https://developer3.oculus.com/downloads/game-engines/1.7.0/Oculus_Utilities_for_Unity_5/
    This topic has been closed for replies.

    16 replies

    Up and Coming
    October 27, 2016
    @JianZ

    May be a bit tricky to get a test scene to you... the project is huge. Maybe you have a moment so I can screen share? PM Me...

    Regards:


    John
    Inspiring
    October 27, 2016
    it would be difficult to do screen share too, not sure how much info we can get without seeing it in VR. what's your adaptive resoluton parameter, min/max render scale? can you capture some screenshot when resolution changing when head fixed? basically, I would like to check if there is any pixel offset or fov changing in the screenshot, before and after the resolution change.
    Up and Coming
    October 28, 2016
    @JianZ

    Here is a video of it in action...
    https://www.youtube.com/watch?v=xkp3RWW1_aA

    For this example I had to set the min/max to 0.8 and 2.0 for it to take effect. usually I have it at 0.8 and 1.0. Also note the strange values is reports? it goes below 0.8 renderscale and never goes above 1.0?

    A few notes:
    1. I'm using Unity 5.4.1p1 as recommended.
    2. I'm using deferred rendering and single pass stereo.
    3. I'm using the standard camera rig rather than the OVR helper.
    Thoughts?


    John
    Inspiring
    November 1, 2016
    Ye, your are right, I'm able to repro the problem now,  AdaptiveResolution is relying on VR.VRSettings.renderViewportScale, which is currently broken under Deferred renderer in Unity 5.4.
    Single pass stereo doesn't matter actually from what I tested.

    Can you use forward renderer before the fix?

    Up and Coming
    November 1, 2016
    @JianZ

    Unfortunately not... I'm currently giving 5.5.0b9 a go which seems to be working well.