Oculus Unity Integration - v1.40 (08/29/19) — Oculus
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Oculus Unity Integration - v1.40 (08/29/19)

NinjaGGNinjaGG Posts: 221 Oculus Staff
edited September 6 in Unity Development

Version 1.40 of our integration for Unity has been released!

The Oculus Integration for Unity 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, advanced rendering features, object-grabbing and haptics scripts for Touch, debugging tools, and more. For more information, see our Unity Getting Started Guide.

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, as well as general known issues with Unity, about this release can be found here.

New Features

  • Updates to the Oculus Quest Mixed Reality Tools package.
  • Added Late Controller Update to OVRManager. pdates the pose of the controllers immediately before rendering, for lower latency between real-world and virtual controller movement.
  • Updated the behavior of Use Recommended MSAA Level in OVRManager. This setting is now enabled by default.
  • OVRDisplay.RecenteredPose: Is now supported on Quest. The event is sent anytime a user recenters.
  • Removed the requirement to manually generate an AndroidManifest.xml file with the headtracking manifest flag for Oculus Quest support. Simply adding "Oculus Quest" to the list of target devices in OVRManager will update the manifest file.

Integration Changes

  • Updated the Oculus Unity Integration to 1.40, including:
    • Updated the Audio Spatializer to 1.40
    • Updated the Lipsync integration to 1.40
    • Updated the Platform integration to 1.40

Importing the latest Oculus Integration

When importing a new version of the Oculus Integration into an existing project, follow the steps on Importing the Oculus Utilities Package to ensure a smooth upgrade experience.

Known Issues

Please read the release notes in their entirety here: https://developer.oculus.com/downloads/package/unity-integration/

Legacy Unity Release Archive

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

The thread for the previous version (v1.39) can be found here: https://forums.oculusvr.com/developer/discussion/79116/oculus-unity-integration-v1-39-07-26-19
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

  • jpeeziousjpeezious Posts: 4
    NerveGear
    Thanks! Working pretty well in Unity 2019.2.2f1 so far
  • CafeSingularityCafeSingularity Posts: 2 Oculus Start Member
    edited September 8
    When Assets / Oculus / SampleFramework / Usage/Locomotion is executed, the teleport is executed in the opposite direction for some reason.
  • goodbyesquaregoodbyesquare Posts: 3
    NerveGear
    The AvatarGrab example scene is also completely broken as it will infinitely spawn skinned mesh renderers when you have hands enabled (app id in the avatar settings) for some bizarre reason.
  • avtdevavtdev Posts: 2
    NerveGear
    Is there any reason why the Package Manager still shows the package as 1.38.2? The Asset Store shows 1.40 but when I download it, it shows it as 1.38.2 in the Package Manager... Can I somehow force download 1.40?
  • avtdevavtdev Posts: 2
    NerveGear
    When Assets / Oculus / SampleFramework / Usage/Locomotion is executed, the teleport is executed in the opposite direction for some reason.
    I'm having exactly the same issue with 1.38.2. If I use any teleport action, the movement happens in opposite direction!
  • szirtestszirtest Posts: 8
    NerveGear
    I can't get this 1.40 working. Oculus won't initialize.

    Reproduction Steps:
    - Run Unity 2019.1.14f1 (latest approved release)
    - Create new project using LWRP VR
    - Update Oculus Desktop package from package manager
    - Run App - everything works okay
    - Download Oculus Integration from app store
    - Accept update to 1.40 of Oculus
    - Run App - "Failed to initialize"






  • CorysiaCorysia Posts: 69
    Hiro Protagonist
    NinjaGG said:

    Importing the latest Oculus Integration

    When importing a new version of the Oculus Integration into an existing project, follow the steps on Importing the Oculus Utilities Package to ensure a smooth upgrade experience.

    That link doesn't work.

  • famwiredfamwired Posts: 5
    NerveGear
    edited September 15
    Amazing. I have been using SteamVR a couple of years now but buying a Oculus Quest at work forced me into this. This must be the lowest quality of VR SDK I ever worked with (Except Varjo SDK). It's aweful to get a grip of. You can't easy navigate through the folders.

    If I want just the controllers to show up in a game, why do I need Audiomanager, lipsync, voicemod etc etc. It really looks like they just put all the garbage into one SDK? I needed to use windows search folder to just find some example scenes.

    And.. the sample scenes did'nt even work! Just looked through some reviews at Unity asset store and I'm not alone with this issues. I will ditch developing for quest for some time. I have better things to spend my time on.

  • jpeeziousjpeezious Posts: 4
    NerveGear
    I'm also seeing the "reverse teleport" issue.
  • stevehinanstevehinan Posts: 128
    Art3mis
    famwired said:
     I needed to use windows search folder to just find some example scenes.
    And.. the sample scenes did'nt even work!
    I wish all Oculus example files were in a separate Unity package so the Oculus Integration package contained only the required files.  This would simplify navigation and reduce Unity project size.
  • CorysiaCorysia Posts: 69
    Hiro Protagonist
    famwired said:
     I needed to use windows search folder to just find some example scenes.
    And.. the sample scenes did'nt even work!
    I wish all Oculus example files were in a separate Unity package so the Oculus Integration package contained only the required files.  This would simplify navigation and reduce Unity project size.
    You could always do what I do and delete the useless stuff from your project after import.  I also have Assets/Oculus in my .gitignore file.
  • stevehinanstevehinan Posts: 128
    Art3mis
    edited September 15
    Corysia said:
    You could always do what I do and delete the useless stuff from your project after import.
    Yes, this is my current technique, which requires my time determining what files are not required.
  • m4ng4m4ng4 Posts: 3
    NerveGear

    Ok so what i can see by just playing with this, almost everything works with the rift.

    To see hands you need to set render material. ok fine for testing phase.

    But one big problem i can't overcome is that the hand grabber that should follow the controller stops as son as the headset is active... what!?

    it dose get the transfoms but for some reason it is locked at position until the headset goes to sleep mode.

    I don't need an explanination why this is so unstable but is it possible to get an answere on how to work around this?

    simple fix?

  • m4ng4m4ng4 Posts: 3
    NerveGear
    edited September 17
    The AvatarGrab example scene is also completely broken as it will infinitely spawn skinned mesh renderers when you have hands enabled (app id in the avatar settings) for some bizarre reason.

    I'm not at home right now but i think i got the same when avatargrabber wasent a child of avatar and/or camera rig.

    *So set them as child object and that should dissapere*

  • famwiredfamwired Posts: 5
    NerveGear
    Well, today I tested it once again with a fresh Unity 2019.2.1f1 project because I want to try it with the Rift S instead.
    - Imported Oculus Integration 1.40.
    - Verified that Virtual Reality Supported is ticked.
    - Loading the Avatar/Samples/Controllers/Controllers sample

    ..and it does not work with Rift S as well. The Anchors are following the controllers, but there is no model rendered. When I tried this about a year ago with my original Rift, I can't remember that it was complicated to render both hands and controller models. 

    I have been using SteamVR/VRTK and haven't too much experience with the Oculus SDK.
  • famwiredfamwired Posts: 5
    NerveGear
    I just tried the Oculus Integration 1.38 and 1.39 and it works fine with 1.38 but not in 1.39 and 1.40.
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