Version 1.36 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.
More information, as well as general known issues with Unity, about this release can be found here.
1.36 Update Notes
New Features
The Oculus Integration for Unity (not including the Avatars components) has been updated to support ARM64 development.
Integration Changes
Updated the Oculus Unity Integration to 1.36, including:
Updated the Avatars integration to 1.36
Updated the Platform integration to 1.36
Updated the Audio integration to 1.36
Updated the LipSync integration to 1.36
Bug Fixes
Fixed an issue where OVRPlugin.systemDisplayFrequenciesAvailable returned an empty array when using a IL2CPP backend.
Updates to reduce controller pose latency.
Fixed an issue in Mixed Reality Capture where the virtual world rendered a few frames behind the real world when the user’s headset is moving.
API Updates
Deprecated the OVRBoundary.SetLookAndFeel() and OVRBoundary.ResetLookAndFeel() APIs.
Known Issues
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.
2018.2.20f1
(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.
regarding the filesize issue, a suggestion to the oculus fellas: i like it that there is just the oculus integration which has all in it, so one only has to download and use one package for all platforms, but i think as it grows bigger maybe you could do something like in the settings inspector panel one could toggle off features one doesn't use for this project and then those those things don't get added to the build. (For example various post processing packages on the asset store like Beautify allow doing things like that)
@NinjaGaijin The documentation for the Unity integration package is crazy out of date now. Can we look forward to that being updated to reflect the actual contents of the package anytime soon?
For example, there's an OVRControllerPrefab that isn't mentioned anywhere in the docs, and the same for the attached OVRControllerHelper component found on it. That script has a "Controller" property with the following options:
Active
All
None
L Touch
R Touch
Touch
Remote
Gamepad
L Tracked Remote
R Tracked Remote
Touchpad
And it's not really clear what the difference is between several of those, nor which is the correct to use. For that matter, there doesn't seem to be a definitive guide for adding tracked controllers in any case, which feels like a very basic task that would be perfectly handled by a prefab.
@Schneider21 Thanks for the heads up - could you PM me links to the exact documentation you're referring to? This way, I can reach out to the docs team.
@tommosaur I appreciate the feedback about the Oculus Integration, I've passed it along to the proper team to review.
RESOLVED: I'm keeping this up here in case anyone runs across the same issue.
I had overlooked the warning (not error, mind you!) that Vulkan Graphics API is not supported in XR. Vulcan is added by default in a new Unity project in 2019. Better than the subtle warning, it would be nice if a popup prompted the user to remove Vulcan when the XR Support checkbox is checked in the Player Settings.
Thanks @NinjaGaijin for offering your support... I hadn't caught it until I uploaded screenshots.
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I can't even get a boilerplate build (just an head-tracking skybox) to work in Unity 2019.1f2. Once I plug Samsung Galaxy S7 into my GearVR it says "Gear VR has quit unexpectedly". The exact same build works fine in Unity 2018.3. Any suggestions @NinjaGaijin ?
@NinjaGaijin Do you guys have an ETA for when the dev docs will be updated? As in, should we be expecting them tomorrow around the same time the system is in people's hands, or will it be sometime later in the week? Or later than that?
For anyone still waiting for the docs to be updated, you can get started with input/controller positioning by doing the following:
1) Pop an OVRCameraRig prefab into your scene 2) Locate the OculusTouchForQuestAndRiftS_* Left/Right controller models in the Project view 3) Pop each controller model underneath the appropriate *ControllerAnchor node in the OVRCameraRig prefab's hierarchy
It's best to skip the OVRControllerPrefab entirely, as all it currently does is load all possible controller models into memory and then disable all but the one controller being used for that one hand - which means two of these prefabs will need to be loaded, giving your app multiple unused controller model instances, and duplicates of the instances your app does use, to clog up the device memory.
Edit: Here's a screenshot of the scene hierarchy with a functioning setup: