Fixed the build processor to handle scripted build targets correctly.
#Lumion 9 oculus go code
Made the Oculus Dash app termination code more cross platform friendly.
Fixed Quest haptics not lasting for their intended duration.
Fixed DllImport errors by guarding dllimport calls on unsupported platforms.
Important classes are no longer stripped from Android builds if Minify is set to Proguard in the Android player settings.
If you need this to work, consider scripting general Android builds to disable Oculus for that build apk files will no longer attempt to run on non-Oculus Android devices.
If the Oculus provider is enabled for Android, generated.
If you still need to support Go, please use the integrated VR support in 2019.4 LTS, or use package version 1.5.0 This is enabled by default in development builds
Added void Unity.XR.(bool enable) to enable extra Oculus runtime stats.
Added void Unity.XR.(bool boundaryVisible).
Added bool Unity.XR.(BoundaryType boundaryType, out Vector3 dimensions).
Added more clarifying text if the Oculus XR Plugin fails to initialize on Windows.
Updated AudioSpatializer plugins to 1.52.0.
XR Management dependency changed to 3.2.16.
Removed Protected Context option since it only applied to Go.
Removed Focus Aware option since it's now always on by default.
Updated AudioSpatializer plugins to 1.55.0.
Note that this marker is only visible in Unity 2020.1+ since the profiler plugin interface is not available in 2019.4
Added Unity Profiler marker for OculusRuntime.WaitToBeginFrame to clarify time spent waiting for frame sync.
This is currently disabled by default, but we encourage trying it with your projects This enables a latency optimization technique which can reduce simulation latency by several ms, depending on application workload.
Removed the Mac audio spatializer plugin to work around a crash on startup on M1 based Macs.
Fixed indexTouch and thumbTouch usages always returning false.
Fixed XRDevice.refreshRate not updating correctly.
For example, enabling Quest 2 will allow 80/90Hz refresh rates on Quest 2 These are used to configure the supported devices list in the Android manifest.
Added target devices to the Android settings.
Updated XR Management dependency to 4.0.1.
Enabling the Oculus Android loader will automatically set the Minimum API Level setting to 23.
Fixed Error determining if we should quit: Not Initialized log spam when the runtime fails to initialize.
Fixed an editor crash when entering playmode with a non-DX11 graphics device.
Fixed issue #1300651, where the Oculus XR Plugin would crash with apps built into folders with non-ASCII characters in the path.
Conditionally compile out FFR code on non-Android to avoid the messages
FFR APIs still log when called on desktop, but it is now a warning rather than an error.
This should be combined with SetFoveationLevel() to enable dynamic FFR
Added bool EnableDynamicFFR(bool enable) to enable dynamic FFR.
Fixed an OculusUnity.java compile error when targeting Android API lower than 26.
Fixed DllNotFoundException error when running standalone players with the Oculus XR Plugin installed but disabled in the loader list.
Fixed issue #1324560, a potential PC crash with certain audio input and/or output device configurations.
All notable changes to this package will be documented in this file.Īnd this project adheres to Semantic Versioning.