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.
What's New
Beta release of
spectator camera, which lets you switch between first-person view and third camera in the scene. The SDK includes a sample and API usage for casting Oculus Quest headset to a cell phone.
What's Fixed
The GetSystemHeadsetType()
now returns Oculus_Link_Quest
and Oculus_Link_Quest_2
when you use Oculus Quest and Quest 2 headsets through Oculus Link.
Rendering issues in the middle of switching guardian type when using OpenXR
Improvements
Known Issues
This section details known issues with Unity that are not tied to a specific version. Issues are grouped by most closely related subject.
General
You may encounter issues when running ARM7 build on Oculus Quest, if you are using Unity's XR Management system with the latest OVRPlugin and the Oculus XR Plugin is outdated.
Workaround: Either switch to ARM64 build or upgrade the Oculus XR Plugin to 1.4.0+ to fix the issue.
Unity
If you're using the Spectator Camera feature and you switch the view, the casting video is flipped upside down.
Workaround: Set `SetMrcFrameImageFlipped` to false. For more information, see the
Known Issues section.
Vulkan Quest apps may crash when you select Use Recommended MSAA Level in OVRManager and request audio permissions after the splash screen runs.
Workaround: Clear Use Recommended MSAA Level check box in OVRManager and manually set the appropriate MSAA level (recommended 4x) in Project Settings > Quality
Changing modes in Lipsync_Demo on Oculus Quest is currently not supported.
Unity has a known issue such that parenting one VR camera to another will compound tracking twice. As a workaround, make them siblings in the GameObject hierarchy
Using Unity Universal Render Pipeline will not set the MSAA level automatically.
Windows 10
You may experience long UI stalls or poor performance with the Unity editor when targeting Oculus Rift on Windows 10.
Workaround: Run Windows update to ensure that you have the latest version of Windows 10.
The combination of all Unity versions with Oculus runtime 1.17 and higher and Windows 10 + Creators Update results in spurious WM_DEVICECHANGE reports in the editor, even in non-VR projects. You may not notice any impact, but if you're connected to certain USB devices, you may find the Unity editor becomes non-responsive and you needs to terminate it from Task Manager.
Workaround: Update to the Beta runtime available on our Public Test channel. We are currently working with Unity and Microsoft on a permanent solution.
Oculus Rift
Currently, in the Guardian System API, ovr_SetBoundaryLookAndFeel
does not take effect if the headset is not worn when the call is made (e.g., on start).
Transparent VR Compositor Layers do not currently support multiple layers of occlusion.
These release notes describe changes to the Oculus Source Distribution for Unreal Engine available from the Oculus GitHub repository. For more information, see the
Unreal Engine Developer Guide.
The Oculus GitHub distribution of Unreal Engine source code includes the latest SDKs and provides the most recent features. Access requires a GitHub account subscribed to the private EpicGames/UnrealEngine repository (instructions
here).
Note: To access the files on GitHub, you must be logged into a subscribed account, otherwise you will get a 404 error when accessing the following link.
What's New
OVRPlugin updated to 1.61.0
Oculus OpenXR has merged into OculusVR. To migrate projects:
Enable the OculusVR plugin.
Go to Project Settings > Oculus VR.
Set XrApi to Native OpenXR.
DeeplinkSample demonstrates how to use deep linking to launch users from one app into another.
FireBaseSample demonstrates how to integrate
Firebase for app metrics and crash reporting.
What's Fixed
Improvements
Additional Distributions
You can also obtain Unreal Engine as a binary from Unreal or from the GitHub repository for Epic Games, but these version of Unreal Engine contain older versions of the Oculus integration.
For more information on the differences between different Unreal options and how to access them, see the
Version Compatibility Matrix in our Developer Guide.
Unreal Source Distribution
The standard Epic source distribution hosted on GitHub is typically about a month behind the Oculus branch in feature support. Access requires a GitHub account subscribed to the private EpicGames/UnrealEngine repository (instructions
here).
Note: To access the files on GitHub, you must be logged into a subscribed account, otherwise you will get a 404 error when accessing the following link.
Unreal Engine Binary
For beginning or casual developers, we recommend the Unreal Engine binary available through Epic’s Launcher.
Use the Platform SDK to create social VR applications. Add Matchmaking, DLC, In-App Purchases, Cloud Storage, Voice Chat, Custom Items, Achievements, and more to your experience using the individual components of the SDK. The SDK download includes sample apps that demonstrate how to implement many of the SDK features in fully-functional games and applications.
Documentation
See the Platform documentation for
Unity,
Unreal Engine, or
Native C++ development for a list of features and links to how to get started. The Platform SDK is compatible with all Oculus supported development environments and platforms.
What's New
The Oculus Mobile SDK includes libraries, tools, and resources for native C/C++ development of Android apps for the Oculus Quest, Oculus Quest 2, and Oculus Go standalone devices. If you primarily use Unity or Unreal Engine for Android development, it is not necessary to download the Mobile SDK in most cases . For more information on Oculus Mobile development using Unity or Unreal Engine, see
Mobile Development with Unity and Unreal.
What's New
The following new features can be found in 1.29:
What's Fixed
Improvements
Known Issues
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.