Oculus Developer Release Notes: v25

Oculus Developer Blog
Posted by Oculus VR
February 25, 2021
Release Notes
Native SDK
Platform SDK

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.

Oculus Integration for Unity - v25

What's New

  • Added support to upload the debug symbols from Unity

  • Added animations for controller models

  • Color Space API now uses nativeColorGamut and colorGamut variables to manage color spaces

  • Added support for Fisheye Layer in OVROverlay

  • Made VRPlugin.SetKeyboardOverlayUV() public to enable the positioning of the OS virtual keyboard overlay

  • Added eyeFovPremultipliedAlphaModeEnabled in OVRPlugin to allow enabling and disabling of premultiplied alpha on the Eye Fov layer

  • Added support for the following features in OpenXR:

    • Different color spaces

    • Color Scale/Bias

    • Is External Surface

    • Equirect Layer

    • Cubemap Layer

    • Underlays

    • Left/Right Textures

    • Headlocked Layer

    • Cylinder Layer

    • Quad Layer

What's Fixed

  • Null exception error when PollEvent fails

  • Memory leak coming from PollEvent

  • Color gamut settings not being serialized in OVRManager

  • Cylinder layers in Vrapi not applying overriden textyture rectangles properly

  • Layout error by moving OVR Quick Scene Preview work to Update()


  • Improved stability when app is paused or resumed

  • Added new VR intent filter to OVRManifestPreprocessor in Unity

  • Color Gamut now defaults to Rift CV1

Integration Changes

  • Updated the Oculus Unity Integration to v25.0, including:

    • Updated OVRPlugin to 1.57

    • Updated the Audio Spatializer to 25.0

    • Updated the Platform integration to 25.0

    • Updated the Avatar integration to 20.0

    • Updated the LipSync integration to 20.0

Note: You may encounter issues when running ARM7 build on Oculus Go or Oculus Quest, if you are using Unity's XR Management system with the latest OVRPlugin and the Oculus XR Plugin is outdated. In such case, you can either switch to ARM64 build, or upgrade the Oculus XR Plugin to 1.4.0+ to fix the issue.

License Update

Unreal Engine 4 Integration

What's New

  • First Oculus integration of Unreal Engine 4.26

  • The Avatar plugin has been removed. If you require avatars, use an earlier version of the Oculus integration.

  • Samples now include Handpose Showcase, providing examples for using the raw hand data provided by the Oculus Hands API. Includes blueprints and C++ code demonstrating "force grab" and "force throw" mechanics.

  • To launch apps with command line arguments, you can now add arguments to UE4CommandLine by way of the new debug.ue4.commandline system property.

  • For example:

    adb shell setprop debug.ue4.commandline "-vulkandebug"

  • Vulkan shaders compile faster thanks to improved initialization.

  • The amount of MSAA subsampling can now be changed by way of the standard Unreal Engine settings. Previously, MSAA subsampling was hardcoded to 4x.

  • The Oculus Performance Window now checks if you have set a color space. Rift CV1 is still the default if the color gamut setting is unknown or not enabled.

  • To support Oculus Crash Analytics, the default settings of the Oculus Platform Tool automatically uploads debug symbol files when you upload a build to a release channel.

Bug Fixes

  • Fixed issues with VR preview where previewing on device with the mobile code path and shaders would render only the left eye or nothing at all.

  • Fixed several Vulkan Validation Layer errors.

Known Issues

We are investigating Vulkan GPU performance that is slower in some scenes as compared to OpenGL.

For detailed release notes, see the Unreal Engine 4 Integration Release Notes.

Platform SDK

  • This is a maintenance release. There are no developer-facing changes in this release.

Avatar SDK

  • This is a maintenance release. There are no developer-facing changes in this release.

Mobile SDK

API Changes

  • Added a new entry point, vrapi_CreateAndroidSurfaceSwapchain3, for creating an Android surface backed swapchain by passing platform specific create flags defined in ovrAndroidSurfaceSwapChainFlags.

  • The vrapi_SubmitFrame and associated structures have been marked deprecated and should no longer be used. The vrapi_SubmitFrame2 path should be used instead.

  • The ovrModeFlag, VRAPI_MODE_FLAG_FRONT_BUFFER_PROTECTED, has been removed since protected mode is indicated at the swapchain level via ovrAndroidSurfaceSwapChainFlags flag VRAPI_ANDROID_SURFACE_SWAP_CHAIN_FLAG_PROTECTED.

  • The ovrSystemStatus, VRAPI_SYS_STATUS_FRONT_BUFFER_PROTECTED, has been removed.

Bug Fixes

  • There are no major bug fixes with this release.

Known SDK Issues

  • When building samples, there is an issue when using the latest NDK release. Instead, use NDK 21 until the issue is resolved.

Audio SDK

  • Maintenance release that contains bug fixes and performance improvements.

Other Developer Updates

  • A marketing attribution dashboard was recently added to help you track how effective your marketing efforts are. For more information, see Marketing Attribution Analytics.

Be sure to keep an eye out for upcoming blog posts expanding on a number of these updates, while our Twitter and Facebook channels offer the latest in VR development news and insights.