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 - v37
The Oculus Integration SDK for Unity provides support to develop Oculus apps in Unity. The SDK v35 comes bundled with the OVRPlugin 1.69, Audio Spatializer 32.0, Platform integration 37.0, Avatar integration 20.0, and LipSync integration 29.0, and Voice SDK 37.0. The latest SDK is available from Unity's Asset Store or from this page.
What's New
All new features are available with the OpenXR backend only.
**Experimental release of **Interaction SDK. A library of modular, composable components that allows you to implement a range of robust, standardized interactions (including grab, poke, raycast and more) for controllers and hands. It also includes tooling to help you build your own hand poses.
The Physical Tracked Keyboard SDK provides users an efficient way to interact with their physical keyboard while inside a VR environment. By rendering a user’s hands on top of a VR representation of their keyboard, the SDK overcomes the limitations of virtual keyboards and blind touch typing.
Passthrough over Oculus Link allows a passthrough-enabled app to run while using Oculus Link (including Oculus Air Link), eliminating the need to build the app on Windows PC and deploy it to an Oculus headset every time you test it during development.
Runtime controller models load controller models dynamically from the Oculus software to match the controllers in use for the apps built with the OpenXR backend.
OVRInput.GetLocalControllerStatesWithoutPrediction() retrieves the current position, rotation, and velocity of a given controller local to its tracking space without prediction.
Late Latching check box added to OVRManager
What's Fixed
HMDMounted and HMDUnmounted events are triggered as soon as the user puts on or removes the headset. This is applicable for the apps built with the OpenXR backend.
Runtime errors when the new InputSystem is enabled
Artifacts with Space Warp when doing large movement changes such as teleporting
Controller models in Unity controller scene appearing when using hands to go to Shell
Improvements
OVRLint will display a warning message if OpenXR Plugin is installed. It's recommended to use the Oculus XR Plugin with the OpenXR backend for Oculus Quest app development.
Deprecation
This section details APIs that are deprecated and no longer supported. We strongly discourage you from using the deprecated APIs as we will no longer upgrade or support them. They will continue to remain available for legacy apps and produce compiler warnings.
HDevice_CpuClockFrequencyInMHz_Float
HDevice_GpuClockFrequencyInMHz_Float
Device_CpuClockLevel_Int
Device_GpuClockLevel_Int
Known Issues
This section tracks known issues that exist in the latest version of the Oculus Integration SDK for Unity. Issues are grouped by most closely related subjects.
OpenXR
The Thumb0 bone pose do not pinch all the way and there is about a 1/8 of an inch gap between the index finger and thumb when using the system gestures.
Mixed Reality Capture on Rift is not supported in OpenXR. Workaround: In the Unity editor, go to the Oculus > Tools > OpenXR > Switch to Legacy OVRPlugin menu to switch to the VRAPI backend to continue using Rift MRC. Find detailed information in the Switch between OpenXR and Legacy VRAPI documentation.
GetAppPerfStats and ResetAppPerfStats are currently not supported with the OpenXR backend. Workaround: In the Unity editor, go to the Oculus > Tools > OpenXR > Switch to Legacy OVRPlugin menu to switch to the VRAPI backend to continue using Rift MRC. Find detailed information in the Switch between OpenXR and Legacy VRAPI documentation.
Fast movement or teleportation with Application Space Warp in Unity can have some artifacts.
Workaround: Move SetAppSpacePosition/SetAppSpaceRotation to LateUpdate to guarentee that all movement logic has been run before sending new app space pose to the XR plugin.
Unity
Changing modes in Lipsync_Demo on Oculus Quest is currently not supported.
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 in the Spectator Camera user guide.
Unreal Engine 4 Integration
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. Access to the Oculus GitHub distribution of the Unreal Engine source code requires a GitHub account subscribed to the private EpicGames/UnrealEngine repository. For more information, see UE4 on GitHub.
Note: If you are not logged on to GitHub with an account subscribed to the private repository, you will get a 404 error when accessing the link.
What's New
OVRPlugin updated to 1.69.0
We’ve enabled Passthrough over Oculus Link as a developer feature. Developers who have v37 on both Quest and PC no longer need to build their applications on PC and deploy to their Quest during the development process. Passthrough-enabled apps can now be previewed directly on the headset.
What's Fixed
Full Oculus Hand tracking support has been restored to the OpenXR backend. This brings OpenXR-based OVRPlugin functionally back in line with hand-tracking provided in the legacy OVRPlugin. All hand tracking properties including hand skeleton, capsules, mesh, scale, pinches, pointer pose, input metadata flags, and active controller, are now supported.
The operations required to delete layers between level changes are now performed using a queue to prevent any premature deletions from causing GPU crashes.
Both left and right eyes now use the same pre-exposure values when Mobile Multi-view is enabled.
Improvements
Rendering is now slightly faster after a change to the way we handle asymmetrical UV rectangles.
Known Issues
Mixed Reality Capture (MRC) on Oculus Rift is not supported in the OpenXR backend. If you need to use MRC, change Project Settings > Plugins- OculusVR > XR API to Legacy OVRPlugin.
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.
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 SDK features. 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.
Other Developer Updates
Developer Dashboard: Developers can use the developer dashboard release channels to manage debuggable builds. Developers can upload debuggable builds to any non-public channel in the developer dashboard.
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.
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