The Oculus Integration SDK for Unity provides support to develop Oculus apps in Unity. It comes bundled with the OVRPlugin 1.61, Audio SDK 28.0, Platform SDK 28.0, Avatar SDK 20.0, and LipSync SDK 29.0. The latest Oculus Integration SDK is available from Unity's Asset Store or from the Archive page.
Beta release of spectator camera, which lets you switch between first-person view and third camera in the scene. The SDK includes a sample and API usage for casting Oculus Quest headset to a cell phone.
GetSystemHeadsetType() now returns
Oculus_Link_Quest_2 when you use Oculus Quest and Quest 2 headsets through Oculus Link.
Rendering issues in the middle of switching guardian type when using OpenXR
Added support for occlusion mesh when using OpenXR on Windows
This section details known issues with Unity that are not tied to a specific version. Issues are grouped by most closely related subject.
You may encounter issues when running ARM7 build on Oculus Quest, if you are using Unity's XR Management system with the latest OVRPlugin and the Oculus XR Plugin is outdated.
Workaround: Either switch to ARM64 build or upgrade the Oculus XR Plugin to 1.4.0+ to fix the issue.
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.
Vulkan Quest apps may crash when you select Use Recommended MSAA Level in OVRManager and request audio permissions after the splash screen runs.
Workaround: Clear Use Recommended MSAA Level check box in OVRManager and manually set the appropriate MSAA level (recommended 4x) in Project Settings > Quality
You may experience long UI stalls or poor performance with the Unity editor when targeting Oculus Rift on Windows 10.
Workaround: Run Windows update to ensure that you have the latest version of Windows 10.
The combination of all Unity versions with Oculus runtime 1.17 and higher and Windows 10 + Creators Update results in spurious WM_DEVICECHANGE reports in the editor, even in non-VR projects. You may not notice any impact, but if you're connected to certain USB devices, you may find the Unity editor becomes non-responsive and you needs to terminate it from Task Manager.
Workaround: Update to the Beta runtime available on our Public Test channel. We are currently working with Unity and Microsoft on a permanent solution.
ovr_SetBoundaryLookAndFeeldoes not take effect if the headset is not worn when the call is made (e.g., on start).