The latest updates from the Oculus Software, Integrations, and Docs teams are now live! This month's major updates include cross platform support for our Unity Integrations, new DLC and language packs for Rift, and more!
The 1.31 package adds cross-platform development support to the Unity Integration. Starting with 1.31 developers can use the Oculus Integration and Utilities to develop VR apps for multiple platforms. Please see the Unity Cross-Platform Development guide for more information.
SetColorScaleAndOffset() to OVRManager. Use
SetColorScaleAndOffset() to apply post-rendering effects to the scene. Additional information can be found in the OVRManager guide.
The latest update also contains changes to the structure of the Oculus Integration package and includes new assembly definition files (*.asmdef). These files will package the Oculus Utilities scripts into 3 DLLs: Oculus.VR.dll, Oculus.VR.Editor.dll and Oculus.VR.Scripts.Editor.dll. Developers who use their own assembly definitions will need to add references to Oculus.VR.*. Information about how Unity uses assembly definition files can be found in Unity's Script compilation and assembly definition files page.
- The Unity Integration 1.31 contains the following changes to the Oculus Integration for Unity package:
- Update the Oculus Utilities to 1.31
- Update the Platform SDK to 1.31
- Update the Avatar SDK to 1.31
- Update the Audio Spatializer to 1.31
- Color Scaling – Color scaling can be used to inexpensively modify the brightness of all the pixels output by the compositor. It is commonly used for effects like fade-in or fade-to-black. It is available through the "Set Color Scale and Offset" Blueprint function. For more information, please see All Headsets: Color and Brightness.
- Full support for Scalable RGB (sRGB) – sRGB support enables more accurate blending between transparent content. For more information, please see All Headsets: Color and Brightness.
- Mixed Reality Capture (MRC) is now included by default without any project changes, as long as the OculusVR plugin is enabled. In addition, the physical camera session is persistent across the game/app instance, rather than being deployed as a separate actor within each level. Thus, there is no need to close and reopen the camera when changing maps. In conjunction with this, we have a new Blueprint interface that doesn't involve an actor, and which persists the settings across maps. To use this, you simply make changes directly to the MRC settings. This approach also allows the settings to be changed, loaded, and saved without restarting the game/app. Also, the casting window no longer exists. The spectator screen is now used for the MR capture. (This brings it more inline with the Oculus Unity MRC implementation.) For more information, please see Oculus Rift: Mixed Reality Capture.
- Unreal Engine 4.21 preview support is available with this release of the Oculus-UE4 integration.
New Platform updates include all-in-one developer tools for building validation and submission experiences in Unity/UE4 and a new metrics in telemetry pipeline.
You can now add DLC (Beta) and language packs to Rift apps. See DLC and Language Packs for Rift!
Oculus On the Road
We always love meeting you in person. Here are some events we'll be attending. Hope to see you there!
- We're excited to support Global Game Jam 2019! We'll be hosting a Jam site at Facebook HQ from 1/25-1/27. Invites are coming soon!
- We will once again be supporting the Indie MEGABOOTH at PAX East and PAX West 2019! Head over to indiemegabooth.com to learn more about how you can join the the MEGABOOTH next year!
Oculus Start is our developer program providing qualifying developers with access, support and savings so you can focus on what's really important - creating inspired VR applications. We are continuing to accept applications and are excited to see what you submit!
If you'd like to join Oculus Start, head over to developer.oculus.com/oculus-start to see if you qualify.