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Oculus Integration for Unity - v1.35 (02/28/19)

NinjaGGNinjaGG Posts: 229 Oculus Staff
edited April 23 in Unity Development
Version 1.35 of our integration for Unity has been released!

Unity has released 2018.3.3f1 which resolves the issues encountered in versions 2018.3.1 and 2018.3.2. If you’re using any previous 2018.3 versions, we recommend upgrading to 2018.3.3f1 immediately. If you use 2018.3.3f1 for Oculus development, you’ll need to verify that the Oculus (Standalone) package is installed in the Package Manager.

You can grab the latest version of our Unity Integration here (through the Unity Asset Store): https://assetstore.unity.com/packages/tools/integration/oculus-integration-82022

More information about this release can be found here.

1.35 Update Notes

New Features

Integration Changes

  • The Unity Integration 1.35 contains the following changes to the Oculus Integration for Unity package:
    • Update the Oculus Utilities to 1.35
    • Update the Audio Spatializer to 1.35

Sample Changes

  • Added the Stereo180Video sample. When using the Stereo180Video sample with Unity Editor 2018.2 or later, please disregard the step in the README to copy the gradle template. Instead, have Unity generate a new gradle template by checking the box in 'PlayerSettings' under 'Publishing Settings' marked Custom Gradle Template. Open the generated file under Assets/Plugins/Android/mainTemplate.gradle and add the following line to the dependencies section:
    implementation 'com.google.android.exoplayer:exoplayer:2.8.4'

Bug Fixes

  • General performance improvements/fixes.
If you need immediate help or want additional support/context on an issue you are having with our platform or integrations:

1. Gather any and all logs, screenshots, and version numbers of relevant software (Oculus SDK, engine, etc.)
2. Please submit a ticket here (include what you've gathered in step 1).
3. Tag me @NinjaGaijin once you have done so!

Comments

  • Schneider21Schneider21 Posts: 48
    Brain Burst
    edited April 5
    Has anybody else been able to get the TrackedRemote working with the latest integration? I've followed the steps outlined in this guide to add the TrackedRemote prefab to each each hand anchor, but the controller won't show up when I run the app.

    Every Unity developer I speak to suggests rolling your own solution instead of using the Oculus integration stuff, but... why does the official integration even exist if it doesn't work and isn't worth using?

    Edit: My setup details

    Unity 2018.3.11f1
    Oculus (Android) package 1.29.1
    Oculus Integration package 1.35
    Windows 10 and macOS Mojave
  • NinjaGGNinjaGG Posts: 229 Oculus Staff
    If you need immediate help or want additional support/context on an issue you are having with our platform or integrations:

    1. Gather any and all logs, screenshots, and version numbers of relevant software (Oculus SDK, engine, etc.)
    2. Please submit a ticket here (include what you've gathered in step 1).
    3. Tag me @NinjaGaijin once you have done so!
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