Oculus SDK 1.35 Release Highlights
Oculus Developer Blog
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Posted by Oculus VR
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March 4, 2019
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As we do each month, we're excited to announce the following updates, enhancements and additions to the Oculus Tools and SDKs. Do you have questions and/or feedback on any of these updates? Feel free to post them in the comments section, or reach out to support.oculus.com if you are in need of support.




Oculus Integration for Unity 1.35

To save you time and money when building cross platform games and applications, we now support cross platform development for the Windows Mixed Reality HMD. For more information check out the Unity Cross-Platform Development Guide.

Unreal Engine 4 Integration 1.35

As we recognize the value of leveraging data at all steps of the development process, 'Oculus System Metrics' are now available within the UE4 Profiler Tool, enabling you to access real-time metrics for your Android and PC development builds. Reported metrics for PC include:

  • App GPU Time (ms)
  • Compositor Dropped Frames
  • Compositor GPU Time (ms)
  • System CPU Util Average (%)
  • System CPU Util Worst (%)
  • System GPU Util (%)

Check out the Oculus Go: Testing and Performance Analysis and Rift: Testing and Performance Analysis pages for information about using the 'Oculus System Metrics' to debug and optimize your app.

Mobile SDK 1.22

See below for the the Mobile SDK updates included within the 1.22 release:

  • New ovrProperty: VRAPI_ACTIVE_INPUT_DEVICE_ID
    Added to query the device ID of the primary or most active input device.
  • New ovrTrackingSpace: VRAPI_TRACKING_SPACE_LOCAL_TILTED
    Added for applications that support “bed mode.” This space defines a user's preferred tilted orientation.
  • New ovrTrackingSpace: VRAPI_TRACKING_SPACE_STAGE
    This space has its origin on the floor, at the center of the play area, while its forward direction is pointed towards one of the edges of the bounding box.
  • New ovrTrackingSpace: VRAPI_TRACKING_SPACE_LOCAL_FIXED_YAW
    In this space, the origin is the same as the local space however, the yaw remains fixed to the physical environment. This space will be useful for those developing swivel-chair, roaming games. ovrFrameParms parameter ExternalVelocity has been removed from the API.

Developer Tools

While we continue to offer our Platform Command Line Utility (CLI), The OVR Platform Tool is now available to be used inside the Unity Editor so you can easily upload your application directly from Unity to the Oculus platform!




For even more SDK Documentation, there is always the Oculus Documentation Page. Also, be sure to keep an eye out for monthly updates here on the Oculus Developer Blog and via our monthly newsletter.


- The Oculus Team