Unity Integration Archive

| Published 2021-02-19
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Oculus Integration for Unity - v25

Unity provides built-in VR support for Oculus devices. The Oculus Integration package adds scripts, prefabs, samples, and other resources to supplement Unity’s built-in support. The package includes an interface for controlling VR camera behavior, a first-person control prefab, a unified input API for controllers, rendering features, debugging tools, and more.

For more information about setting the development environment, go to Get Started with Oculus in Unity.

Download Oculus Integration Package

The Oculus Integration package, OculusIntegration.unitypackage, is available for download from the Unity Asset Store and on the Unity Integration Archive page.

Before you import the package in unity, check the hardware, software, and Unity version requirements. The minimum supported Unity Editor version for Oculus development is 2018.4.

What's New

  • Added support to upload the debug symbols from Unity

  • Added animations for controller models

  • Color Space API now uses nativeColorGamut and colorGamut variables to manage color spaces

  • Added support for Fisheye Layer in OVROverlay

  • Exposed OVRPlugin.SetKeyboardOverlayUV() to enable positioning of the OS virtual keyboard overlay

  • Added setEyeFovPremultipledAlpha and getEyeFovPremultipledAlpha APIs to enable and disable premultiplied alpha on the EyeFov layer

  • Added support for the following features in OpenXR:

    • Different color spaces

    • Color Scale/Bias

    • Is External Surface

    • Equirect Layer

    • Cubemap Layer

    • Underlays

    • Left/Right Textures

    • Headlocked Layer

    • Cylinder Layer

    • Quad Layer

What's Fixed

  • Null exception error when PollEvent fails

  • Memory leak coming from PollEvent

  • Color gamut settings not being serialized in OVRManager

  • Cylinder layers in Vrapi not applying overriden textyture rectangles properly

  • Layout error by moving OVR Quick Scene Preview work to Update()


  • Improved stability when app is paused or resumed

  • Added new VR intent filter to OVRManifestPreprocessor in Unity

  • Color Gamut now defaults to Rift CV1

Integration Changes

  • Updated the Oculus Unity Integration to v25.0, including:

    • Updated OVRPlugin to 1.57

    • Updated the Audio Spatializer to 25.0

    • Updated the Platform integration to 25.0

    • Updated the Avatar integration to 20.0

    • Updated the LipSync integration to 20.0

Note: You may encounter issues when running ARM7 build on Oculus Go or Oculus Quest, if you are using Unity's XR Management system with the latest OVRPlugin and the Oculus XR Plugin is outdated. In such case, you can either switch to ARM64 build, or upgrade the Oculus XR Plugin to 1.4.0+ to fix the issue.

License Update

General Unity 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.


Known Issues


  • Vulkan Quest apps might crash when you select Use Recommended MSAA Level in OVRManager and request audio permissions after the splash screen runs. To overcome this issue, 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

  • If you experience long UI stalls or poor performance with the Unity Editor when targeting Rift on Windows 10, please run Windows Update to ensure that you have the latest version of Windows 10.
  • 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.


  • Guardian System API: ovr_SetBoundaryLookAndFeel currently does not take effect if the HMD is not worn when the call is made (e.g., on Start).
  • Transparent VR Compositor Layers do not currently support multiple layers of occlusion.

Legacy Unity Release Archive

Legacy versions of the Unity Integration can be found in the Unity Integration Archive.