Oculus SDK for Windows 1.5.0
The 1.5.0 release introduces new Touch features and support for static layer compressed formats.
- The SDK can now detect whether the user's thumbs are on the thumb rests of the Touch controllers. For more information, see Button Touch State.
- The following compressed formats are now supported for static layers:
- To improve troubleshooting, game engines can now provide information to the SDK that includes the engine name, version, and other metadata using ovr_IdentifyClient.
There are no breaking changes to version 1.5.0. However, if your app compiles OVR_CAPIShim.c instead of linking to LibOVR.lib, make sure to include OVR_CAPI_Prototypes.h in your build.
The following are known issues:
- There are some USB chipsets that do not meet the USB 3.0 specification and are incompatible with the Oculus Rift sensor. If you receive a notification in Oculus Home or the Oculus App, plug the sensor into a different USB 3.0 port (blue). If none of the USB 3.0 ports work, plug the sensor into a USB 2.0 port (black).
- Antivirus software, such a McAfee, can cause installation issues. To work around the issue, make sure you have the latest updates and disable real-time scanning.
- If you encounter installation issues, delete the Oculus folder and install the software again.
- If the Rift displays a message that instructs you to take off the headset, remove it and place it on a flat surface for 10-15 seconds.
- The keyboard and mouse do not work in Oculus Home. To select an item, gaze at it and select it using the Oculus Remote or Xbox controller.
- Bandwidth-intensive USB devices, such as web cams and high-end audio interfaces, might not work when using the Rift. To work around this issue, install the device on another USB host controller or a separate computer.
- For dual-boot systems using DK2 or CB1 HMDs, the OS selection screen might appear on the HMD instead of the monitor. To work around this, try plugging the HMD into a different port or unplug the HMD while booting.
- If you are running your application from the Unity Editor and you press the controller's home button to return to Oculus Home, you will be prompted to close the application. If you select OK, Unity might remain in a state where it is running, but will never get focus. To work around this, restart Unity.