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+