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Quest / Go / Gear VR Build 7.0 Release Notes

MetaQuestSupport
Community Manager
Community Manager

Features and updates listed here apply to Quest, Go and Gear VR unless otherwise noted. All content highlighted below will begin roll-out during the week of July 22, 2019.

VR Settings

  • We’ve enhanced the overall audio experience, and added the ability to enable or disable your microphone in VR.
  • We’ve added a search bar throughout your in-VR experience so you can always find the content you’re looking for.
  • You can now opt-in to new features we’re testing from your settings menu under the “Experiments” section, like the bluetooth keyboard option we’ve highlighted below.
  • We’ve added an option in the settings panel for Night Mode to reduce blue light and ease eye strain.

Guardian (Quest)

We’ve improved the overall performance of Guardian and added the following new features:

  • If your Guardian boundaries are too sensitive, you can adjust them from the Guardian settings page.
  • If you need to adjust your floor height, you no longer have to reset your Guardian. Instead, you can make adjustments right from your Guardian settings page.
  • You can now set multiple Guardians in the same room and switch between them.

Keyboard

  • You can now use Bluetooth keyboards and gamepads to type and navigate in VR. You can find pairing options for your Bluetooth device in your headset’s settings panel under the experiments section.

Store

  • We’ve updated the look and feel of the Oculus Store for Go and Gear VR.
  • You can now use filtering based on price, comfort or genre, to make it easier to find new apps you might be interested in.
  • If you’re interested in an app but not ready to purchase, you can save it to your wishlist for later.

Feed

We want to make sure that your Oculus experience is made just for you. To do that, we’ve added the following new features to customize your feed both in VR, and in the Oculus mobile app:
  • Follow your favorite games, developers and genres so you’ll be notified when there’s something new.
  • Let us know if you liked or disliked an app when you’re done using it, so we know what to recommend next.
  • Hide things from your feed that you don’t want to see again.

Headset Setup (Quest)

  • We've updated the experience for adjusting the fit and improving the focus and clarity of your headset.
  • You can now auto-pair your headset from the Oculus mobile app if it's detected nearby.

Touch Controllers (Quest)

We’ve made performance improvements to better track your Touch controller movements in VR. These updates, which are also applicable for Rift S, include:
  • Improved tracking when controllers are close to the headset, and at angles turned away from the headset.
  • Improved tracking in difficult poses such as under-hand throwing motion.
  • Reduced re-acquisition time when controller tracking is lost.
  • You can now use both of your Touch controllers at the same time when interacting with different elements like the keyboard, Oculus Store, and Library.

Profile

  • We’ve made enhancements that make it easier to update and edit your Oculus Avatar.

Notifications

  • You can now receive notifications in VR and in the Oculus app on your phone when an event you’re interested in is starting.

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Edit: Night Mode was mistakenly included in these release notes, however this feature is not included in build 7.0. This feature is being targeted for a future release. Apologies for the confusion and thanks for your patience while our team continues to work on this one!
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91 REPLIES 91

livson
Protege

JSAVR said:

What is the version number for this release as in the number that will display within the headset under settings/about? Will it be 7.0 or a longer number with decimals?

Also how do I initiate the update?

Thanks 


333700.2680.0

Update is not manually triggered. You have to wait for it to auto update. Sitting plugged in on standby is the method everyone recommends. 

Still waiting for mine after 8 hours. 

brandonjm
Honored Guest

This severely hinders developers until an update is pushed to fix this. An available fix appears to suggest that functionality which is intended to be part of the upcoming Go emulation features have been included in this update (for whatever reason) and are the root cause of the issue.

Jayemby
Honored Guest

brandonjm said:


This severely hinders developers until an update is pushed to fix this. An available fix appears to suggest that functionality which is intended to be part of the upcoming Go emulation features have been included in this update (for whatever reason) and are the root cause of the issue.



 ^^^
I have also found this - really annoying that the controllers just stopped working this morning!

If you're using Unity, I, simply, fixed it with:
 Oculus > Tools > Remove AndroidManifest.xml
     "              "        Create store-compatible AndroidManifest.xml
It will mean that your Package Name will show up instead of the Product Name in the Library menu, but it's a quick and dirty fix for the controllers without decompiling anything.

maiklohse
Explorer


Did a full reset of the headset, now it updated...


But you lose all your game progress when you do that don't you?

Anonymous
Not applicable

brandonjm said:


This severely hinders developers until an update is pushed to fix this. An available fix appears to suggest that functionality which is intended to be part of the upcoming Go emulation features have been included in this update (for whatever reason) and are the root cause of the issue.




So...they're adding a feature that uses the Go's remote instead, or does it use a dot on screen, navigated by where you look, then use a volume button to accept the choice? I have a Go and tried the remote already, but couldn't pair it. I wonder if that's what they're going to implement.

livson
Protege

maiklohse said:



Did a full reset of the headset, now it updated...


But you lose all your game progress when you do that don't you?


Yes you will, but I did a factory reset and it didn't update. There is no tried and true method. People are just happening to try something around the time the update is pushing to their headset. Reddit is full of people saying one thing or another worked for them, and tons of people saying it didn't work for them. I've tried every recommended solution in last 24 hours with no results. Just be patient... Leave it sitting on a flat surface on standby plugged in. That's what oculus says to recieve updates. 

Anonymous
Not applicable

maiklohse said:



Did a full reset of the headset, now it updated...


But you lose all your game progress when you do that don't you?


Yes, you also have to re-download all your apps. You might be able to save game progress by backing up the apps in SideQuest. I know it can back up apk's, but I'm not sure about the data with them. Or, I know you can open the Quest like a phone connected to a pc...maybe find the folders with the saved data, back that up, and try to paste back in after the factory reset.

vrCAVE_Adam
Explorer
Since the update, one of our engineering sample headsets is acting funky. it needed to be paired with the app again, the new calibrate screen was only in the left eye and the right eye was blank, and when we are running our UE4 project, we can only move one hand at a time. we uploaded a build onto a headset I have kept off WiFi for the past week and both hands worked fine on that headset, so I know its the update that did this. 

nalex66
MVP
MVP
Just trying out the new update... I really like the two-handed typing feature. I'm typing this in my Quest right now. Not as fast as a real keyboard, but not bad.

DK2, CV1, Go, Quest, Quest 2, Quest 3.


Try my game: Cyclops Island Demo

vrCAVE_Adam
Explorer


Since the update, one of our engineering sample headsets is acting funky. it needed to be paired with the app again, the new calibrate screen was only in the left eye and the right eye was blank, and when we are running our UE4 project, we can only move one hand at a time. we uploaded a build onto a headset I have kept off WiFi for the past week and both hands worked fine on that headset, so I know its the update that did this. 



Jayemby said:


brandonjm said:


This severely hinders developers until an update is pushed to fix this. An available fix appears to suggest that functionality which is intended to be part of the upcoming Go emulation features have been included in this update (for whatever reason) and are the root cause of the issue.



 ^^^
I have also found this - really annoying that the controllers just stopped working this morning!

If you're using Unity, I, simply, fixed it with:
 Oculus > Tools > Remove AndroidManifest.xml
     "              "        Create store-compatible AndroidManifest.xml
It will mean that your Package Name will show up instead of the Product Name in the Library menu, but it's a quick and dirty fix for the controllers without decompiling anything.


found a solution for UE4 projects as well, adding a ManifestRequirementsOverride.txt to your [Projectname]\Build\Android folder with the tag <uses-feature android:name="android.hardware.vr.headtracking" android:required="true" android:version="1"/> inside restored our controllers tandem movement.