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Oculus XR Plugin 1.4.0 Released

Discussion in 'VR' started by jj-unity, Jul 10, 2020.

  1. jj-unity

    jj-unity

    Unity Technologies

    Joined:
    Jan 4, 2017
    Posts:
    36
    We have released the 1.4.0 version of the Oculus XR Plugin. This includes better support for the new Unity Input System package, a few new improvements, and various bug fixes. Importantly, this version will also be required to work correctly with an upcoming release of the Oculus Integration asset. So it's important to update to this version or later if you will be updating to the latest Oculus Integration.

    To update to 1.4.0, go to 'Window/Package Manager', scroll down to 'Oculus XR Plugin' in the Package Manager window, click the down arrow to see more versions of the package, select 1.4.0 and then click the 'Update to 1.4.0' button in the package information pane.

    Release Notes (all cumulative changes since 1.3.4, including contents of the 1.4.0-preview builds):

    1.4.0

    Added
    • Mobile settings now support Focus Aware mode, which is enabled by default
    • Added Low Overhead Mode setting for mobile
    • Added Protected Context setting for mobile
    • Added Oculus intent filter to the Android manifest
    • Added bool Unity.XR.Oculus.Performance.TrySetCPULevel(int level) for mobile
    • Added bool Unity.XR.Oculus.Performance.TrySetGPULevel(int level) for mobile
    • Added int Unity.XR.Oculus.Utils.GetFoveationLevel to retrieve the current FFR setting for mobile
    Changed
    • Bumped the Minimum API Level check up to 23
    • Updated to Oculus plugin 1.49
    • Oculus plugin is now dynamically linked at runtime
    • Vulkan swapchain improvements
    • Consolidated changelog to remove versions that were never publicly released
    Fixed
    • Fixed a crash when initializing/deinitializing the loader multiple times at runtime. (this crash only existed if you were using 1.4.0-preview.2)
    • Go controller mappings weren't displaying correctly when using the Input System
    • Fixed an extraneous blit on mobile
    • Added correct display names for Oculus devices in the Input System
    • Fixed compiler warnings in DeviceLayouts.cs when using Input System 1.0.0+
     
    Last edited: Jul 10, 2020
    liam_unity628 likes this.
  2. gjf

    gjf

    Joined:
    Feb 8, 2012
    Posts:
    36
    Great news, but is there an eta for when this will be a verified package?
     
  3. jj-unity

    jj-unity

    Unity Technologies

    Joined:
    Jan 4, 2017
    Posts:
    36
    Packages are verified in specific versions of Unity. So in future versions of 2019.4 and 2020.1 the package will show up as verified without any changes to the package itself. Hopefully not too far off. We typically don't move a package out of preview until it's ready to be marked as verified.
     
    gjf likes this.
  4. jj-unity

    jj-unity

    Unity Technologies

    Joined:
    Jan 4, 2017
    Posts:
    36
    Now that the Oculus Integration v18 is out, I just wanted to remind everyone that you'll want to update to Oculus XR Plugin 1.4.0 or higher in order to work correctly with this version of the Oculus Integration.
     
    a436t4ataf likes this.
  5. Timeswitch

    Timeswitch

    Joined:
    May 8, 2020
    Posts:
    3
    Is there by any chance some sort of guide how to actually use the Oculus Integration and the XR Plugin together?

    Should we let the package from the store upgrade the plugin dll? Is it still correct to use the Oculus VR rig without Tracked Pose Driver oder should we do it the native way with the Unity XR rig?

    If yes, how do we get the Avatar SDK to work? Right now, it seems to need the OVR Camera Rig, so the Oculus one seems the way to go, but that kinda bypasses most of the XR Plugin stuff as it seems...

    Sorry, I'm just sorta confused and want my project to be set up the proper way. There just is not much to go by in the manuals.
     
    a436t4ataf and CGPepper like this.
  6. CGPepper

    CGPepper

    Joined:
    Jan 28, 2013
    Posts:
    141
    I'm sure interested in this as well.
    I have a fully functional XR integration, just need the avatars from oculus integration
     
    Timeswitch likes this.
  7. FSCJCIS

    FSCJCIS

    Joined:
    Oct 11, 2019
    Posts:
    1
    I upgraded to v18 for Oculus Integration and 1.4.0 for the XR Plugin but I'm still getting an error due to the Input System Package because the OVRHeadsetEmulator and OVRInputModule are trying to use Input.GetKey and Input.get_MousePosition. Any solution out there?
     
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