Oculus developer tools released v29 update

Oculus has released v29 update for developer tools, including a series of new content, bug fixes and performance optimizations, such as Spectator Camera, support for occlusion grid when using OpenXR in Windows, and more. The following is a specific compilation of the reflective network.

Oculus developer tools released v29 update
  1. Oculus Integration for Unity – v29

Oculus Integration SDK for Unity supports the development of Oculus applications in Unity. It is bundled with OVRPlugin 1.60, Audio SDK 28.0, Platform SDK 28.0, Avatar SDK 20.0 and LipSync SDK 20.0. The latest Oculus Integration SDK is available from Unity’s Asset Store or the relevant archive page.

1.1 What’s New

Spectator Camera (viewer perspective) Beta. This allows users to switch between a first-person perspective and a third-person perspective in a scene. The associated SDK includes an example of casting an Oculus Quest headset to a phone and API usage.

1.2 Bug fixes

GetSystemHeadsetType() now returns Oculus_Link_Quest and Oculus_Link_Quest_2 when using Oculus Quest and Quest 2 via Oculus Link.

Fixed a rendering issue with switching guard system types when using OpenXR

1.3 Performance Optimization

Added support for occlusion meshes when using OpenXR on Windows

1.4 Known Issues

This subsection lists Unity-related issues, not just version-specific ones.

1.4.1 General Issues

When using Unity’s XR Management system, you may encounter problems when running the ARM7 build in Oculus Quest if the OVRPlugin is the latest version and the Oculus XR Plugin is outdated.

Solution: Either switch to the ARM64 version or upgrade the Oculus XR Plugin to 1.4.0+.

1.4.2 Unity

If the Spectator Camera feature is used and the view is switched, the cast video will flip.

Workaround: Set “SetMrcFrameImageFlipped” to false.

The Vulkan Quest app may crash when selecting “Use Recommended MSAA Level” in OVRManager and requesting audio permissions after the startup screen is running.

Workaround: Clear the “Use Recommended MSAA Level” checkbox in OVRManager, then manually set the appropriate MSAA level in Project Settings > Quality “Set the appropriate MSAA Level manually (4x recommended)

Changing the mode of Lipsync_Demo in Oculus Quest is currently not supported.

For Unity, combining a VR camera with another camera will result in secondary composite tracking. As a workaround, this can be turned into Sibling in GameObject Hierarchy.

Using the Unity Universal Render Pipeline does not automatically set the MSAA Level.

1.4.3 Windos 10

When targeting Oculus Rift development in Windows 10, the Unity Editor may experience long UI pauses or poor performance.

Workaround: Run Windows update to ensure you have the latest version of Windows 10.

When combining all Unity versions with Oculus runtime 1.17 and higher and Windows 10+Creators Update, even in non-VR projects, this generates spurious WM U DEVICECHANGE in the editor reports. you may not notice any impact. However, if you receive certain USB devices, you may find that the Unity Editor is not responding and you need to terminate it from Task Manager.

Workaround: Update the Beta runtime in the public test channel. oculus is currently working with Unity and Microsoft to find a permanent solution.

1.4.4 Oculus Rift

Currently, in the Guardian System API, ovru SetBoundaryLookAndFeel does not take effect if the headset is not worn at the time of the call.

Transparent VR Compositor Layers currently do not support multi-layer occlusion.

  1. Unreal Engine 4 Integration

The Oculus GitHub distribution of the Unreal Engine source code includes the latest SDK and provides the latest features. To access it, you need a GitHub account with a subscription to the dedicated EpicGames/UnrealEngine repository.

Note: To access the GitHub files, you must be logged into the subscribed account, otherwise a 404 error will occur when accessing the link.

Unreal 4.26 (latest)

2.1 What’s New

OVRPlugin updated to 1.61.0

Oculus OpenXR has been merged into OculusVR. To migrate your project, do the following: Enable the OculusVR Plugin; navigate to Project Settings > Oculus VR in order; set the Xr Api to Native OpenXR.

DeeplinkSample demonstrates how to jump users from one application to another via Deep Linking.

  1. FireBaseSample demonstrates how to integrate Firebas for application metrics and crash reporting.

2.2 Bug Fixes

VR Preview in the Windows Usage Editor now sets the color space correctly.

Late Latching works when Mobile Multi-view is enabled.

2.3 Performance Optimization

Updated OpenXR loader (.so) for Oculus to the latest version, consistent with the runtime.

Improved Vulkan validation layer.

2.5 Miscellaneous

You can get the Unreal engine through Unreal or in the GitHub repository, but the version of the Unreal engine described includes an older version of the Oculus integration.

GitHub’s standard Epic source distribution is typically about a month behind the Oculus branch in terms of feature support. To access it, you need a GitHub account with a subscription to the dedicated EpicGames/UnrealEngine repository.

Note: To access the GitHub files, you must be logged into the subscribed account, otherwise you will get a 404 error when accessing the following links

  1. Platform SDK

You can use the Platform SDK to create social VR applications. Using the components of the SDK, you can add matchmaking, DLC, in-app purchases, cloud storage, voice chat, custom items, achievements, and more to the experience. the SDK includes sample applications, let’s say how to implement a range of SDK features in full-featured games and apps.

3.1 What’s New

This is a maintenance release. There are no developer-facing changes.

  1. Mobile SDK

The Oculus Mobile SDK includes libraries, tools and resources for native C/C++ development of Android applications. If you primarily use Unity or Unreal engines for Android development, you will not need to download the Mobile SDK in most cases.

4.1 New features

This is a maintenance release. There are no developer-oriented changes.

4.2 Bug fixes

This is a maintenance release. There are no developer-facing changes.

4.3 Performance Optimization

This is a maintenance release. There are no developer-facing changes.

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