1.22 Oculus Utilities for Unity Release Notes

Oculus Utilities for Unity version 1.22.0

Oculus Utilities for Unity 1.22 includes an update to how the Occlusion Mesh is handled and provides a significant GPU performance improvement.

Version 1.22 also increased the recommended MSAA level to 4x to reduce aliasing issues and improve quality.

New Features

  • Increased the recommended MSAA level to 4x to reduce aliasing issues and improve quality.

Bug Fixes

  • Improved Occlusion Mesh handling that provides a significant GPU performance improvement.
  • Fixed an UnderlayQuad crash caused by insufficient mip levels.
  • Fixed an issue in version 2017.3.x where the active controller switches to gamepad when using the GearVR Controller or HMT input.
  • Fixed an issue where OVRPlugin's PreIntialize() failed to return an error on initialization failure.

Known Issues

  • Do not use Utilities 1.16.0-beta. If you are using that version, please update to a later version.
  • Unity 5 5.6.3p2 - 5.6.4p1, Unity 2017.1 - 2017.1.2p1, 2017.2.0f3 - 2017.2.0p2:
    • The Unity engine uses projection matrix calculations that are at variance with the Oculus SDK, causing VR scenes to have the wrong parallax, which may cause discomfort. Note that object size in affected scenes is not quite correct, and take this into consideration when thinking about design. We are working with Unity to fix this as soon as possible.
  • Unity Utilities 1.18 includes a VR Compositor Overlay bug which causes mobile applications using gamma space lighting to be too dark. This bug is fixed in 1.19.0.
  • All Unity versions with Oculus runtime 1.17+ and Windows 10 + Creators Update
    • This combination results in spurious WM_DEVICECHANGE reports in the Editor, even in non-VR projects. Many users will notice no impact, but users connected to certain USB devices may find the Editor becomes non-responsive and needs to be terminated from Task Manager. To mitigate, please update to the Beta runtime available on our Public Test channel. We are currently working with Unity and Microsoft on a permanent solution.
  • Cubemap VR compositor layers currently do not work in mobile applications, or in Rift applications using Unity versions earlier than 2017.1.
  • Adaptive Resolution currently works only with Unity 2017.1.1p1 and later, you might experience some slightly pixel shaking when resolution is changing, this is a known issue, we are working with Unity to resolve it.
  • Unity 5.6 and later: If you have updated your OVRPlugin version from Utilities, you may see a spurious error message when the Editor first launches saying “Multiple plugins with the same name 'ovrplugin'”. Please disregard.
  • 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.
  • Rift
    • All Unity versions prior to 5.4.3p3 leak 5MB/s if you have a Canvas in your scene, enable Run In Background, and dismount the Rift. You can check OVRManager.hasVrFocus in an Update function to disable your Canvases while the HMD is dismounted.
    • Transparent VR Compositor Layers do not currently support multiple layers of occlusion.
    • The following versions of Unity require the Visual C++ Redistributable for Visual Studio 2015 or Rift builds will fail to run in VR, and the error “Security error. This plugin is invalid!” will be reported in output_log.txt:
      • 5.3.6p3-5.3.6p7
      • 5.4.0f1-5.4.2p1
      • 5.5.0b1-5.5.0b8
  • Gear VR
    • Unity 2017.2/OVRPlugin 1.18.1: GetActiveController switches to gamepad following Gear VR Controller button release.
    • Mobile developers should not use Unity versions 5.3.6p1-2 and 5.4.0p1-2 due to incorrect positional movement of the head.
    • Unity 5.3.4-5.3.6p3 and Unity 5.4.0b16-Unity 5.4.0p3: Do not set DSP Buffer Size to Best in Audio Manager in the Inspector for now or you will encounter audio distortion. Set it to Good or Default instead.
    • Gear VR applications built with Unity 5.6.0f2 crash immediately upon launch, and Gear VR applications built with 5.6.0p1 may crash when Multi-View is enabled.
    • A known bug in Unity causes a deterioration of performance in mobile applications when the back button is used to enter the Universal Menu, and then to return to the application. It particularly affects applications that use multi-threading or which use high CPU utilization, and S7 (Europe) and S8 (global) phones. This bug is fixed in 5.6.4p2, 2017.1.2p4 , 2017.3.0b9 , 2017.2.0p3.
    • Do not use Utilities 1.11.0 due to a crash when returning to focus from Universal Menu or Quit to Home dialog.
  • Single-Pass Stereo Rendering
    • When Single Pass is enabled, building mobile projects will fail with the error message “Shader error in 'Mobile/Bumped Detail Diffuse'” in certain cases. For more information, see “Known Issues” in Single Pass Stereo Rendering (Preview, Mobile Only).
    • Two graphics driver issues affect mobile applications with Single Pass enabled using some S8 or S8+ phones with Unity 5.6.0p2-3. They can occur when Standard Shader Quality is set to low, or when you are using tree objects. For more information and workarounds, see “Known Issues” in Single Pass Stereo Rendering (Preview, Mobile Only).
    • If you add OVROverlay to any Quad (for example the OverlayUIDemo scene in the Sample Framework) and enable single-pass on Android, the texture image may appear halved (without mipmapping) and shifted to the upper-right quadrant.