Search Unity

Official Oculus XR Plugin 1.7.0-preview.2 available

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

  1. jj-unity

    jj-unity

    Unity Technologies

    Joined:
    Jan 4, 2017
    Posts:
    74
    Oculus XR Plugin 1.7.0-preview.1 is now available. It supports Unity 2019.4 and higher.

    Note: your devices need to be on the v23 runtime in order to support projects built with this version of the Oculus XR Plugin.


    [1.7.0-preview.2] - 2020-12-09

    Added
    • Added target devices to the Android settings. These are used to configure the supported devices list in the Android manifest. For example, enabling Quest 2 will allow 80/90Hz refresh rates on Quest 2.
    • Added bool TryGetAvailableDisplayRefreshRates(out float[] refreshRates)
    • Added bool TrySetDisplayRefreshRate(float refreshRate)
    • Added bool TryGetDisplayRefreshRate(out float refreshRate)
    Fixed
    • Fixed XRDevice.refreshRate not updating correctly
    • Fixed indexTouch and thumbTouch usages always returning false
    • Removed the Mac audio spatializer plugin to work around a crash on startup on M1 based Macs
    [1.7.0-preview.1] - 2020-11-30
    Added
    • Added Phase Sync option on Android. This enables a latency optimization technique which can reduce simulation latency by several ms, depending on application workload. This is currently disabled by default, but we encourage trying it with your projects
    • Added Unity Profiler marker for OculusRuntime.WaitToBeginFrame to clarify time spent waiting for frame sync. Note that this marker is only visible in Unity 2020.1+ since the profiler plugin interface is not available in 2019.4
    Changed
    • Updated to Oculus plugin 1.55.0
    • Updated AudioSpatializer plugins to 1.55.0
    Removed
    • Removed Focus Aware option since it's now always on by default
    • Removed Protected Context option since it only applied to Go
     
    WobblyRampack likes this.
  2. WobblyRampack

    WobblyRampack

    Joined:
    Nov 24, 2012
    Posts:
    7
    I can see TryGetDisplayRefreshRate but not TrySetDisplayRefreshRate, using 1.7.0-preview.2 of Oculus XR Plugin. Anyone else seeing the same thing?
     

    Attached Files:

    Last edited: Dec 10, 2020
  3. jj-unity

    jj-unity

    Unity Technologies

    Joined:
    Jan 4, 2017
    Posts:
    74
    It should be there. If you dive into the plugin package in something like Rider, you should see it in Runtime/OculusPerformance.cs
     
    WobblyRampack likes this.
  4. WobblyRampack

    WobblyRampack

    Joined:
    Nov 24, 2012
    Posts:
    7
    Oh yes, you're right I can see it
    Code (CSharp):
    1. Unity.XR.Oculus.Performance.TrySetDisplayRefreshRate(90f)
     
  5. jj-unity

    jj-unity

    Unity Technologies

    Joined:
    Jan 4, 2017
    Posts:
    74
    With Quest 2 enabled in the target device list (should be by default), that should work on Quest 2 now. Note that it might take a few frames to report back as 90 since this is just telling the runtime what our desired refresh rate is. It can still throttle, etc. Attempting to set refresh rate in Start() may also not work, so definitely check the return value. It can be a few frames until everything is ready, depending on Unity version.
     
  6. nostraverse

    nostraverse

    Joined:
    Mar 3, 2021
    Posts:
    12
    • Fixed indexTouch and thumbTouch usages always returning false
    This is not completely true. It works for the desktop version, but when compiling for android and uploading to the Oculus Quest 2, it still always returns false. Any idea where should this be reported?
     
  7. TreyK-47

    TreyK-47

    Unity Technologies

    Joined:
    Oct 22, 2019
    Posts:
    1,820
    Yes. Please file a bug report for us.