Oculus Unity Integration - v1.37 (05/21/19) — Oculus
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Oculus Unity Integration - v1.37 (05/21/19)

NinjaGaijinNinjaGaijin Posts: 209 Oculus Staff
edited June 21 in Unity Development

Version 1.37 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

  • The 1.37 Oculus Integration for Unity adds development support for the Rift S headset.

Integration Changes

  • Updated the Oculus Unity Integration to 1.37, including:
    • Updated the LipSync integration to 1.37

Integration Changes

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.

General Unity Known Issues

For more information on the known issues with this version of the integration, please read the full release notes here.

The thread for the previous version (v1.36) can be found here: https://forums.oculusvr.com/developer/discussion/74996/oculus-unity-integration-v1-36-04-23-19
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

  • ChewyXRChewyXR Posts: 3
    NerveGear
    The sample scenes aren't recognizing my Rift S. Is there any set up you have to do when using an S?

  • TheNarfTheNarf Posts: 1
    NerveGear
    I can't get Oculus Integration to work with Unity 2019. I get error messages on missing assamblies. Are there versions that work /doesn't work with 2019?
  • timaidley_googletimaidley_google Posts: 3
    NerveGear
    Hi, Querying OVRPlugin.productName is still returning "Oculus Rift CV1" when the Rift S is attached. How are we meant to detect the Rift S?

    Thanks,

    Tim
  • webjeffwebjeff Posts: 10 Oculus Start Member
    When will this be available through the package manager?
  • StefferpStefferp Posts: 7 Oculus Start Member
    edited May 27
    Updating the Oculus Integration through the Unity store results in an error in 2019.2.0b3. I'm unsure if this is a Unity error or a fault with the Oculus Integration.
    Failed to import package with error: Couldn't decompress packageUnityEditor.Web.JSProxyMgr:DoTasks()
    Edit: Nevermind, I just ran out of disk space. lol.
  • StefferpStefferp Posts: 7 Oculus Start Member
    TheNarf said:
    I can't get Oculus Integration to work with Unity 2019. I get error messages on missing assamblies. Are there versions that work /doesn't work with 2019?
    This is an issue with 2019.2 at the moment, you can fix it by going the Oculus asmdef files and manually adding unity.ugui as a dependency
  • TowerssTowerss Posts: 1
    NerveGear
    Hi guys, I am having the following error in the console after updating to :
    Assets\Oculus\Spatializer\Editor\ONSPPropagationSerializationManager.cs(61,60): error CS0117: 'ONSPPropagationGeometry' does not contain a definition for 'GeometryAssetPath'
    Any ideas?
    Thank you.

  • enhanceenhance Posts: 1
    NerveGear
    I'm using both 2019.1.4f1 and 2019.1.2f1 and getting the error on the network system dependencies not existing (I believe this is from unity no longer supporting UNET / Networking in 2019+. I can comment this library out in the OVRSystem file but the integration "updates" me to 1.32 from the 1.37 I imported from the asset store... any ideas? Thanks! 
  • BlackOps19BlackOps19 Posts: 1
    NerveGear
    Hello. I just purchased the oculus rift s specifically to learn how to develop with the unity.  I went to the asset store to download the integration package. followed a tutorial but was not able to see the sample example. I also continue to have the the oculus setup interfere with the unty imagery

  • PeechaPeecha Posts: 4
    NerveGear
    Just updated from 1.32. OVRTrackedRemote class was changed to OVRControllerHelper (why?) but filename stayed OVRTrackedRemote.cs... was this intended? It breaks the asociated script on the TrackedRemote prefab making it unusable. Had to rename the class back to OVRTrackedRemote so it keeps all references.
  • davido.tucciaronedavido.tucciarone Posts: 11
    NerveGear
    TheNarf said:
    I can't get Oculus Integration to work with Unity 2019. I get error messages on missing assamblies. Are there versions that work /doesn't work with 2019?
    2019.1.2f works fine and 2019.1.4f works as well. I do not suggest going past that as it breaks.

  • AndrewJonesAndrewJones Posts: 1
    NerveGear
    Thanks for all the great work on this. I've just downloaded OvrLipSync 1.37.0 and I see it has iOS plugins (.dylib). What's the status of iOS support in 1.37.0 (for LipSync only)? AFAIK .dylib plugin support was added in Unity 2019.1 (previously .dylibs required funky hacks it would seem). Does this mean that there's iOS support but that it requires Unity 2019? Ta.
  • cognitionVRcognitionVR Posts: 3
    NerveGear
    With Oculus Integration 1.37 and Unity 2018.3.x or 2019.x.x when I do Teleporting on my Quest, 50% or more of the time, I teleport in the opposite direction (behind my starting point) from where I set my teleport destination. (I know it's possible to change head orientation in the same Teleport move, but I'm not being confused by that). Has anyone had any success working around this issue so that Teleporting works consistently ?
  • armin.rigoarmin.rigo Posts: 6
    NerveGear
    The Touch Quest models are in Oculus/VR/Meshes/OculusTouchForQuestAndRiftS for the v1.36, but they seem to be nowhere in v1.37.  When I ask the LocalAvatar for controller models I get the old touch controllers for Rift, which are wrong for the Quest.  Where did these models disappear to?
  • armin.rigoarmin.rigo Posts: 6
    NerveGear
    ...Sorry, found the problem.  Unity was for some reason saying "1.37" on the asset store, but on clicking the big "Import" button it was using a cached older version.  That's not the problem of the Oculus Integration package, but it would have been easier to solve if there was a README.txt in the top-level Oculus folder with the version number...  For reference, I fixed it by removing C:\Users\accountName\AppData\Roaming\Unity\Asset Store-5.x\Oculus.
  • raeldorraeldor Posts: 54
    Hiro Protagonist
    edited June 17
    Trying to run the Social Starter sample on the Oculus Quest it just quits straight away.  When I use the device monitor, I see the errors...

    06-17 14:41:22.447: E/OVRMediaServiceManager(1714): Not initialized
    06-17 14:41:22.744: E/OVRService(1714): Unable to find AppId for package (com.xxx.myapp)

    This is despite having the app id in the Oculus Avatar and Oculus Platform settings.  This was working on the Go.

    Am I to assume this hasn't been tested on the Quest? :(

    Just FYI, the same build still loads and runs fine on the Oculus Go.

    Thanks
  • JyakkuJyakku Posts: 46
    Brain Burst
    I noticed that between integration v1.36 and v1.37, all references to OVRBoundary::BoundaryLookAndFeel have been removed. However, this wasn't indicated in the release notes, and there is no evident alternative for developers who reference this class in their code.

    Is setting the boundary appearance no longer supported, or is it modified through some other method now?

    In general, more thorough release notes would be greatly appreciated in the future. Needing to fix these issues blindly during an SDK upgrade adds a lot of friction to the development process.
  • beep2bleepbeep2bleep Posts: 49 Oculus Start Member
    ...Sorry, found the problem.  Unity was for some reason saying "1.37" on the asset store, but on clicking the big "Import" button it was using a cached older version.  That's not the problem of the Oculus Integration package, but it would have been easier to solve if there was a README.txt in the top-level Oculus folder with the version number...  For reference, I fixed it by removing C:\Users\accountName\AppData\Roaming\Unity\Asset Store-5.x\Oculus.
    EVERYONE THIS IS BIG! You'll spend days trying to figure out why the integration does't work go to %appdata% and delete your Oculus folder NOW, and every freaking time you need to import I spent dozens of hours trying to debug the wrong code!
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