Oculus Integration for Unity - 17.0
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 2017.4.16.
Importing the latest Oculus Integration
Follow instructions outlined in Import Oculus Integration Package to ensure a smooth upgrade experience.
Version-Specific Known Issues
This section details known issues with supported versions of Unity.
All Unity 2017.4 versions
- In order to build a store-compliant manifest and for your app to run in editor, you'll need to verify that the Oculus Android package installed from the package manager.
All Unity 2018.2 versions
- (Mobile) You'll need to either switch the AndroidBuildSystem to internal or export a Gradle project and modify the SigningConfig in the build.gradle file to include v1SigningEnabled=true, v2SigningEnabled=false.
- (Mobile) Some game objects may appear darker when loaded in 2018.2.20f1. To work around this issue, load the project in another version of Unity, like 2018.2.19.
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.
- The Vulkan API is not currently supported for Oculus development on Unity. You may need to remove "Vulkan" from the "Graphics APIs" list in Player Settings if you receive build errors in the Unity Editor.
- 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 the Unity Universal Render Pipeline may break Fixed Foveated Rendering on Oculus Quest and Oculus Go when using the linear color space or modifying the eye texture resolution scale.
- 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.
- For Mixed Reality Capture, ZED Camera users should upgrade their SDK version to 2.3.1 or later. Previous versions are not compatible.
- 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 have high CPU utilization, and S7 (Europe) and S8 (global) phones. This bug is fixed in Unity versions 2017.3.0b9 , 2017.2.0p3, 2017.1.2p4, and 5.6.4p2.
- Do not use Utilities 1.11.0 due to a crash when returning to focus from Universal Menu or Quit to Home dialog.
- When Single Pass Stereo rendering is enabled, building projects will fail with the error message “Shader error in 'Mobile/Bumped Detail Diffuse'” in certain cases. For more information, see “Known Issues” in the Single Pass Stereo Rendering section of Advanced Rendering Features.
- (Gear VR) Flickering or left/right eye mismatching can occur when you have an input attribute value pass through to a pixel shader directly on Mali GPUs such as those in Samsung phones (used in Gear VR HMDs). This is because the ARM driver specifically targets such "volatile" data and tries to optimize for it, inadvertently creating the issue. A workaround is to try to use a modified version of the original value in some way. For example, instead of passing input value a directly through to shader value b, set b = a + 0.0001; which will prevent the driver from treating b differently.
Legacy Unity Release Archive
Legacy versions of the Unity Integration can be found in the Unity Integration Archive.