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-82022More 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
Comments
Thanks,
Tim
Assets\Oculus\Spatializer\Editor\ONSPPropagationSerializationManager.cs(61,60): error CS0117: 'ONSPPropagationGeometry' does not contain a definition for 'GeometryAssetPath'
Any ideas?
Thank you.
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
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.