See below for the latest developer release notes. If you have questions and/or feedback on any of these updates, feel free to comment below or post on the Developer Forum.
Use customized XML to define security configuration for Android instead of using Oculus-generated XML.
Moved the shader stripping option in OVRManager.
OVRManager requires Unity version 2018.3 or higher.
Added support to trigger the RecenteredPose event in stationary experience or when there's no guardian set up.
Fixed the return value for the
GetHmdColorDesc() method to
Unknown for macOS or any other unsupported platforms.
Fixed in-Editor MSAA setting forced off when using XR Management.
Fixed a race condition in which bone pose updates are retrieved before the mesh is bound to the skeleton causing issues with the appearance of the skinned mesh component.
Ended support for Unity version 2017.4. The minimum supported Unity Editor version for Oculus development is 2018.4.
Updated the Oculus Unity Integration package to v18.0, including:
Updated OVRPlugin to 1.50
Updated the Audio Spatializer to 18.0
Updated the Platform integration to 18.0
Updated the Avatar integration to 18.0
Updated the LipSync integration to 1.43
Updated Oculus master license for the Oculus Integration package.
On mobile devices, you can shorten the deploy cycle by enabling the Deploy compiled .so directly to device (Oculus) setting. For more information, see Reduce App Deploy Time.
Added an error that displays when Support Vulkan is checked in Android platform build settings and the Oculus target device is an Oculus Go.
Optimized the splash screen to display earlier in the loading cycle and work as expected.
For mobile, cleaned up XML tags in the manifest and fixed an issue with the focus-aware tag not being added for disabled situations.
Mobile : Saved ~100Mo (Vulkan), ~30Mo (OpenGL) of GPU RAM by removing a backbuffer allocation, merging MobileMultiviewSceneColor with SceneColor (same for depth), and not creating the non-MSAA shader resource for depth buffers.
Mobile : Saved ~0.5s of startup time by enabling stereo on the first frame, initializing sRGB flag to true, and requiring MSAA to be set in project settings instead of auto-set. See the Quickstart for this setting.
For mobile, added MSAA to the list of performance widget checks. See Oculus Performance Settings for more information.
In addition, there are numerous bug fixes. For detailed release notes, see the Unreal Engine 4 Integration Release Notes.
This is a maintenance release with bug fixes and performance improvements.
This is a maintenance release. There are no developer-facing changes in this release.
VRAPI_LAYER_TYPE_EQUIRECT3, and corresponding structure
ovrLayerEquirect3, have been added to the API. This allows specification of an equirectangular texture with a non-infinite radius at a specific location.
VRAPI_SYS_STATUS_DOCKED, has been deprecated and removed from the API.
VRAPI_SYS_PROP_EXT_SDCARD_PATH, has been deprecated and removed from the API.
Maintenance release that contains bug fixes and performance improvements.
OVR Metrics Tool 1.5
OVR Metrics Tool 1.5 has been released. OVR Metrics Tool 1.5 introduces the following new metrics:
Guardian GPU Time
CPU Utilization Core 0-7
Application VSS, RSS, and Dalvik PSS
Average Vertices Per Frame
Average Fill Percentage per Eye
Average Instructions per Fragment
Average Instructions per Vertex
Average Textures per Fragment
Percentage Time Shading Fragments
Percentage Time Shading Vertices
Vertex Fetch Stall Percentage
Texture Fetch Stall Percentage
L1 Texture Miss Percentage
L2 Texture Miss Percentage
Texture Sample Percentage Using Nearest Filtering
Texture Sample Percentage Using Linear Filtering
Texture Sample Percentage Using Anisotropic Filtering
New Developer Best Practice Guides: Playtesting + Mixed Reality Capture
Recently published two new developer guides to help you stay up to date with the best practices for playtesting your VR app, and leveraging mixed reality capture and casting to enhance your spectator experience.