diff --git a/CHANGELOG.md b/CHANGELOG.md index 123a79c..894d383 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -4,6 +4,19 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). +## [4.0.0] - 2023-04-24 +### Changed +- Updated Oculus plugins to v51. V51 plugins no longer provide support for Quest 1 devices or 32-bit Windows builds +- Moved Late Latching settings out of the Experimental section + +### Removed +- Removed Quest 1 as a target device in the Oculus XR Plugin settings and manifest entries + +### Known Issues +- `Unity.XR.Oculus.Stats.PerfMetrics` entries currently return `0` when using the OpenXR runtime +- `Unity.XR.Oculus.Stats.AppMetrics` entries return `0` on all Oculus runtimes +- For both of the above, the suggested replacement is to use the profiling tools available via the Oculus Developer Hub: https://developer.oculus.com/documentation/unity/ts-odh-logs-metrics/ + ## [3.3.0] - 2023-03-13 ### Changed - Modified how foveated rendering (ETFR and FFR) is enabled and configured from script to make it more consistent @@ -13,12 +26,6 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Reverted deferred eye texture deletion as we only needed to defer layer deletion - Fixed a GLES2 script deprecation warning in Unity 2023.1+ -### Known Issues -- `Unity.XR.Oculus.Stats.PerfMetrics` entries currently return `0` when using the OpenXR runtime, which is the default in the 2.x and 3.x versions of the Oculus XR Plugin package -- `Unity.XR.Oculus.Stats.AppMetrics` entries currently return `0` on all Oculus runtimes -- For both of the above, the suggested replacement is to use the profiling tools available via the Oculus Developer Hub: https://developer.oculus.com/documentation/unity/ts-odh-logs-metrics/ -- Enabling mobile Depth Submission may cause crashes on application startup if MSAA is disabled. Enabling MSAA will resolve the issue. This will be resolved in future versions of Unity - ## [3.2.3] - 2023-02-16 ### Changed - No changes from 3.2.3-pre.1 other than removing the Pre-release version tag diff --git a/Documentation~/com.unity.xr.oculus.md b/Documentation~/com.unity.xr.oculus.md index edc46cf..3f9f526 100644 --- a/Documentation~/com.unity.xr.oculus.md +++ b/Documentation~/com.unity.xr.oculus.md @@ -1,6 +1,6 @@ # About the Oculus XR Plugin -The Oculus XR Plugin enables you to build applications for a variety of Oculus devices including the Rift, Rift S, Quest, Quest 2, and Quest Pro. +The Oculus XR Plugin enables you to build applications for a variety of Oculus devices including the Rift, Rift S, Quest 2, and Quest Pro. ## Supported XR plugin subsystems @@ -8,11 +8,11 @@ The Oculus XR Plugin enables you to build applications for a variety of Oculus d The display subsystem provides stereo rendering support for the XR Plugin. It supports the following graphics APIs: -* Windows (Rift, Rift S) +* Windows * DX11 -* Android (Quest, Quest 2, Quest Pro) +* Android * OpenGL ES 3.0 - * Vulkan (Quest/Quest 2/Quest Pro, experimental in Unity versions prior to 2021.2) + * Vulkan ### Input @@ -27,7 +27,7 @@ The Oculus XR Plugin integration with XR Management provides the following funct * **Runtime Settings** - Configure runtime settings such as rendering modes, depth buffer sharing, Dash support, etc. * **Lifecycle Management** - The Oculus XR Plugin ships with a default XR Plugin loader implementation that handles subsystem lifecycle such as application initialization, shutdown, pausing, and resuming. -### Windows standalone settings (Rift, Rift S) +### Windows standalone settings * **Stereo Rendering Mode** - You can select *Multi Pass* or *Single Pass Instanced* stereo rendering mode. * *Multi Pass* - Unity renders each eye independently by making two passes across the scene graph. Each pass has its own eye matrices and render target. Unity draws everything twice, which includes setting the graphics state for each pass. This is a slow and simple rendering method which doesn't require any special modification to shaders. @@ -35,7 +35,7 @@ The Oculus XR Plugin integration with XR Management provides the following funct * **Shared Depth Buffer** - Enable or disable support for using a shared depth buffer. This allows Unity and Oculus to use a common depth buffer, which enables Oculus to composite the Oculus Dash and other utilities over the Unity application. * **Dash Support** - Enable or disable Dash support. This inintializes the Oculus Plugin with Dash support, which enables the Oculus Dash to composite over the Unity application. -### Android settings (Quest, Quest 2, Quest Pro) +### Android settings * **Stereo Rendering Mode** - You can select *Multi Pass* or *Multiview* stereo rendering mode. * *Multi Pass* - Unity renders each eye independently by making two passes across the scene graph. Each pass has its own eye matrices and render target. Unity draws everything twice, which includes setting the graphics state for each pass. This is a slow and simple rendering method which doesn't require any special modification to shaders. @@ -43,33 +43,22 @@ The Oculus XR Plugin integration with XR Management provides the following funct * **Low Overhead Mode** - If enabled, the GLES graphics driver will bypass validation code, potentially running faster. Disable this if you experience graphics instabilities. GLES only. * **Optimize Buffer Discards** - If enabled, the depth buffer contents will be discarded rather than resolved and the MSAA color buffer will be resolved rather than stored after rendering. This is a performance optimization that can possibly break rendering effects that sample from the depth buffer, such as camera stacking. Vulkan only. * **Phase Sync** - 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. -* **Symmetric Projection** - If enabled, this allows the application to render with symmetric projection matrices. This can improve GPU performance when using multiview due to more common workloads between the left and right eye. Supported on Quest 2 and Quest Pro when using Vulkan and Multiview. -* **Subsampled Layout** - If enabled, the eye textures will use a subsampled layout. When using FFR, the subsampled layout will improve app GPU performance and reduce FFR-related visual artifacts. However, this feature will slightly increase the GPU cost of Timewarp. Therefore, we only recommend enabling it if the app is using FFR level 2 or higher, in which case, the app GPU performance improvement should outweigh the extra Timewarp cost. Vulkan and Quest 2 or Quest Pro only. Note that this requires Unity 2020.3.11f1 or 2021.1.9f1 or higher, and will result in a black screen if enabled on earlier versions of Unity. +* **Symmetric Projection** - If enabled, this allows the application to render with symmetric projection matrices. This can improve GPU performance when using multiview due to more common workloads between the left and right eye. Supported when using Vulkan and Multiview. +* **Subsampled Layout** - If enabled, the eye textures will use a subsampled layout. When using FFR, the subsampled layout will improve app GPU performance and reduce FFR-related visual artifacts. However, this feature will slightly increase the GPU cost of Timewarp. Therefore, we only recommend enabling it if the app is using FFR level 2 or higher, in which case, the app GPU performance improvement should outweigh the extra Timewarp cost. Vulkan only. * **Foveated Rendering Method** - Choose which foveated rendering method is used when foveation is enabled. * *Fixed Foveated Rendering* - Foveates the image based on a fixed pattern. * *Eye Tracked Foveated Rendering* - Foveates the image using eye tracking. Only supported on Quest Pro with proper permissions and when using Vulkan, Multiview, and ARM64. * **Enable TrackingOrigin Stage Mode** - When enabled, if the Tracking Origin Mode is set to Floor, the tracking origin won't change with a system recenter. * **Depth Submission** - Enables support for submitting the depth buffer on mobile. This enables depth testing between layers on Oculus mobile platforms. * **System Splash Screen** - You can add a PNG file under the Assets folder as the system splash screen image. If set, the OS will display the system splash screen as a high quality compositor layer as soon as the app is starting to launch until the app submits the first frame. +* **Late Latching** - This feature reduces tracked rendering latency by updating head and controller poses as late as possible before rendering. Vulkan only. +* **Late Latching Debug Mode** - Enables a debug mode for Late Latching which will print information about the Late Latching system as well as any errors. This can be used to verify that Late Latching is performing correctly. Debug mode is only active in Development builds. * **Application SpaceWarp** - Enables support for a frame synthesis technology to allow your application to render at half frame rate, while still delivering a smooth experience. Note that this currently requires a custom version of the URP provided by Oculus in order to work, and should not be enabled if you aren't using that customized Oculus URP package. -* **Late Latching** - This is an experimental feature that reduces tracked rendering latency by updating head and controller poses as late as possible before rendering. This is currently disabled by default, and is under active development. Vulkan only. -* **Late Latching Debug Mode** - Enables a debug mode for Late Latching which will print information about the Late Latching system as well as any errors. This can be used to verify that Late Latching is performing correctly. Debug mode is only active in Development builds. Note that this requires Unity 2020.3.28f1 or higher, and will be available in a future version of 2021.2+. ## Technical details ### Fixed-Foveated Rendering (FFR) -Quest, Quest 2, and Quest Pro support [fixed-foveated rendering](https://developer.oculus.com/documentation/quest/latest/concepts/mobile-ffr/) to provide better performance for [pixel-fill limited](https://en.wikipedia.org/wiki/Fillrate) applications. Controlling the level of foveation is made available through APIs in the Oculus XR Plugin. +Quest 2, and Quest Pro support [fixed-foveated rendering](https://developer.oculus.com/documentation/quest/latest/concepts/mobile-ffr/) to provide better performance for [pixel-fill limited](https://en.wikipedia.org/wiki/Fillrate) applications. Controlling the level of foveation is made available through APIs in the Oculus XR Plugin. FFR works best when rendering directly into the *eye textures* using the [foward rendering mode](https://docs.unity3d.com/Manual/RenderTech-ForwardRendering.html). [*Deferred rendering* mode](https://docs.unity3d.com/Manual/RenderTech-DeferredShading.html), which is characterized by rendering into an intermediate render texture, is not recommended for use with FFR. This situation arises often when using the default *Universal Rendering Pipeline*, which includes a blit operation by default at the end of the frame. - -### Vulkan - -As of Unity 2021.2, Vulkan support for Oculus Quest devices is no longer considered experimental. The implementation supports multiview rendering and fixed-foveated rendering, and is only supported on Quest devices. - -In versions of Unity prior to 2021.2, Vulkan will be disabled by default. To enable Vulkan on those versions, follow the steps below: - -* Open the **Project Settings** window (menu: **Edit > Project Settings**), and select **Player**. -* Under the **Android** settings, add and move **Vulkan** to the top of the list of **Graphic APIs** so that it is selected ahead of others. - -Note that unless otherwise modified, OpenGL ES 3.0 is the default graphics API used in Unity versions prior to 2021.2. diff --git a/Editor/OculusBuildProcessor.cs b/Editor/OculusBuildProcessor.cs index 3cbc819..c15bbd0 100644 --- a/Editor/OculusBuildProcessor.cs +++ b/Editor/OculusBuildProcessor.cs @@ -22,8 +22,7 @@ public class OculusBuildProcessor : XRBuildHelper private static List s_ValidStandaloneBuildTargets = new List() { - BuildTarget.StandaloneWindows, - BuildTarget.StandaloneWindows64, + BuildTarget.StandaloneWindows64 }; private bool IsCurrentBuildTargetVaild(BuildReport report) @@ -244,6 +243,11 @@ public void OnPreprocessBuild(BuildReport report) bootConfig.WriteBootConfig(); } + if (report.summary.platform == BuildTarget.StandaloneWindows) + { + throw new BuildFailedException("The Oculus XR Plugin doesn't support 32-bit Windows player builds. Please use 64-bit instead."); + } + if (report.summary.platform == BuildTarget.StandaloneWindows || report.summary.platform == BuildTarget.StandaloneWindows64) { if (PlayerSettings.GetGraphicsAPIs(report.summary.platform)[0] != @@ -584,9 +588,6 @@ public void OnPostGenerateGradleAndroidProject(string path) { var deviceList = new List(); - if (settings.TargetQuest) - deviceList.Add("quest"); - if (settings.TargetQuest2) deviceList.Add("quest2"); @@ -614,7 +615,7 @@ public void OnPostGenerateGradleAndroidProject(string path) } else { - supportedDevices = "quest|quest2"; + supportedDevices = "quest2"; } if (supportedDevices != null) diff --git a/Editor/OculusMetadata.cs b/Editor/OculusMetadata.cs index 40dd58a..a16a98d 100644 --- a/Editor/OculusMetadata.cs +++ b/Editor/OculusMetadata.cs @@ -58,7 +58,6 @@ public bool PopulateNewSettingsInstance(ScriptableObject obj) settings.LateLatchingDebug = false; settings.EnableTrackingOriginStageMode = false; settings.SpaceWarp = false; - settings.TargetQuest = true; settings.TargetQuest2 = true; settings.TargetQuestPro = false; settings.DepthSubmission = false; diff --git a/Editor/OculusSettingsEditor.cs b/Editor/OculusSettingsEditor.cs index 996d0aa..ff0f37e 100644 --- a/Editor/OculusSettingsEditor.cs +++ b/Editor/OculusSettingsEditor.cs @@ -23,7 +23,6 @@ public class OculusSettingsEditor : UnityEditor.Editor private const string kLateLatchingDebug = "LateLatchingDebug"; private const string kEnableTrackingOriginStageMode = "EnableTrackingOriginStageMode"; private const string kSpaceWarp = "SpaceWarp"; - private const string kTargetQuest = "TargetQuest"; private const string kTargetQuest2 = "TargetQuest2"; private const string kTargetQuestPro = "TargetQuestPro"; private const string kSystemSplashScreen = "SystemSplashScreen"; @@ -35,15 +34,14 @@ public class OculusSettingsEditor : UnityEditor.Editor static GUIContent s_LowOverheadModeLabel = EditorGUIUtility.TrTextContent("Low Overhead Mode (GLES)"); static GUIContent s_OptimizeBufferDiscardsLabel = EditorGUIUtility.TrTextContent("Optimize Buffer Discards (Vulkan)"); static GUIContent s_PhaseSyncLabel = EditorGUIUtility.TrTextContent("Phase Sync"); - static GUIContent s_SymmetricProjectionLabel = EditorGUIUtility.TrTextContent("Symmetric Projection (Vulkan)", "Supported on Quest 2 and Quest Pro when using Vulkan and Multiview."); - static GUIContent s_SubsampledLayoutLabel = EditorGUIUtility.TrTextContent("Subsampled Layout (Vulkan)", "Supported on Quest 2 and Quest Pro when using Vulkan."); + static GUIContent s_SymmetricProjectionLabel = EditorGUIUtility.TrTextContent("Symmetric Projection (Vulkan)", "Supported when using Vulkan and Multiview."); + static GUIContent s_SubsampledLayoutLabel = EditorGUIUtility.TrTextContent("Subsampled Layout (Vulkan)"); static GUIContent s_FoveatedRenderingMethodLabel = EditorGUIUtility.TrTextContent("Foveated Rendering Method", "Choose which foveated rendering method is used when foveation is enabled. Eye Tracked Foveated Rendering is only supported on Quest Pro with proper permissions and when using Vulkan, Multiview, and ARM64."); static GUIContent s_LateLatchingLabel = EditorGUIUtility.TrTextContent("Late Latching (Vulkan)"); static GUIContent s_LateLatchingDebugLabel = EditorGUIUtility.TrTextContent("Late Latching Debug Mode"); static GUIContent s_TrackingOriginStageLabel = EditorGUIUtility.TrTextContent("Enable TrackingOrigin Stage Mode"); static GUIContent s_SpaceWarpLabel = EditorGUIUtility.TrTextContent("Application SpaceWarp (Vulkan)"); static GUIContent s_TargetDevicesLabel = EditorGUIUtility.TrTextContent("Target Devices"); - static GUIContent s_TargetQuestLabel = EditorGUIUtility.TrTextContent("Quest"); static GUIContent s_TargetQuest2Label = EditorGUIUtility.TrTextContent("Quest 2"); static GUIContent s_TargetQuestProLabel = EditorGUIUtility.TrTextContent("Quest Pro"); static GUIContent s_SystemSplashScreen = EditorGUIUtility.TrTextContent("System Splash Screen"); @@ -64,7 +62,6 @@ public class OculusSettingsEditor : UnityEditor.Editor private SerializedProperty m_LateLatchingDebug; private SerializedProperty m_EnableTrackingOriginStageMode; private SerializedProperty m_SpaceWarp; - private SerializedProperty m_TargetQuest; private SerializedProperty m_TargetQuest2; private SerializedProperty m_TargetQuestPro; private SerializedProperty m_SystemSplashScreen; @@ -91,7 +88,6 @@ public override void OnInspectorGUI() if (m_LateLatchingDebug == null) m_LateLatchingDebug = serializedObject.FindProperty(kLateLatchingDebug); if (m_EnableTrackingOriginStageMode == null) m_EnableTrackingOriginStageMode = serializedObject.FindProperty(kEnableTrackingOriginStageMode); if (m_SpaceWarp == null) m_SpaceWarp = serializedObject.FindProperty(kSpaceWarp); - if (m_TargetQuest == null) m_TargetQuest = serializedObject.FindProperty(kTargetQuest); if (m_TargetQuest2 == null) m_TargetQuest2 = serializedObject.FindProperty(kTargetQuest2); if (m_TargetQuestPro == null) m_TargetQuestPro = serializedObject.FindProperty(kTargetQuestPro); if (m_SystemSplashScreen == null) m_SystemSplashScreen = serializedObject.FindProperty(kSystemSplashScreen); @@ -124,23 +120,18 @@ public override void OnInspectorGUI() EditorGUILayout.PropertyField(m_OptimizeBufferDiscards, s_OptimizeBufferDiscardsLabel); EditorGUILayout.PropertyField(m_PhaseSync, s_PhaseSyncLabel); EditorGUILayout.PropertyField(m_SymmetricProjection, s_SymmetricProjectionLabel); -#if UNITY_2020_1_OR_NEWER EditorGUILayout.PropertyField(m_SubsampledLayout, s_SubsampledLayoutLabel); -#endif -#if UNITY_2021_3_OR_NEWER EditorGUILayout.PropertyField(m_FoveatedRenderingMethod, s_FoveatedRenderingMethodLabel); -#endif EditorGUILayout.PropertyField(m_EnableTrackingOriginStageMode, s_TrackingOriginStageLabel); -#if UNITY_2021_3_OR_NEWER EditorGUILayout.PropertyField(m_DepthSubmission, s_DepthSubmission); -#endif + EditorGUILayout.PropertyField(m_LateLatching, s_LateLatchingLabel); + EditorGUILayout.PropertyField(m_LateLatchingDebug, s_LateLatchingDebugLabel); EditorGUILayout.Space(); EditorGUILayout.PropertyField(m_SystemSplashScreen, s_SystemSplashScreen); EditorGUILayout.Space(); GUILayout.Label(s_TargetDevicesLabel, EditorStyles.boldLabel); - EditorGUILayout.PropertyField(m_TargetQuest, s_TargetQuestLabel); EditorGUILayout.PropertyField(m_TargetQuest2, s_TargetQuest2Label); EditorGUILayout.PropertyField(m_TargetQuestPro, s_TargetQuestProLabel); @@ -149,11 +140,7 @@ public override void OnInspectorGUI() if (m_ShowAndroidExperimental = EditorGUILayout.Foldout(m_ShowAndroidExperimental, s_ShowAndroidExperimentalLabel)) { EditorGUI.indentLevel++; - EditorGUILayout.PropertyField(m_LateLatching, s_LateLatchingLabel); - EditorGUILayout.PropertyField(m_LateLatchingDebug, s_LateLatchingDebugLabel); -#if UNITY_2020_3_OR_NEWER EditorGUILayout.PropertyField(m_SpaceWarp, s_SpaceWarpLabel); -#endif EditorGUI.indentLevel--; } } diff --git a/Runtime/Android/OVRPlugin.aar b/Runtime/Android/OVRPlugin.aar index 83838f8..2acbec0 100644 Binary files a/Runtime/Android/OVRPlugin.aar and b/Runtime/Android/OVRPlugin.aar differ diff --git a/Runtime/Android/arm32/libOculusXRPlugin.so b/Runtime/Android/arm32/libOculusXRPlugin.so index e577e43..68771a3 100644 Binary files a/Runtime/Android/arm32/libOculusXRPlugin.so and b/Runtime/Android/arm32/libOculusXRPlugin.so differ diff --git a/Runtime/Android/arm64/libOculusXRPlugin.so b/Runtime/Android/arm64/libOculusXRPlugin.so index 886fd93..f72a7ab 100644 Binary files a/Runtime/Android/arm64/libOculusXRPlugin.so and b/Runtime/Android/arm64/libOculusXRPlugin.so differ diff --git a/Runtime/OculusSettings.cs b/Runtime/OculusSettings.cs index d4b60b7..faab8c0 100644 --- a/Runtime/OculusSettings.cs +++ b/Runtime/OculusSettings.cs @@ -118,9 +118,9 @@ public enum FoveationMethod public bool SymmetricProjection = true; /// - /// Enables a subsampled eye texture layout, which can improve performance when using FFR and reduce FFR related artifacts. Vulkan and Quest 2/Quest Pro only. Requires Unity 2020.3.11f1 or 2021.1.9f1 or higher, and will result in a black screen if enabled on earlier versions of Unity. + /// Enables a subsampled eye texture layout, which can improve performance when using FFR and reduce FFR related artifacts. Vulkan and Quest 2/Quest Pro only. /// - [SerializeField, Tooltip("Enables a subsampled eye texture layout, which can improve performance when using FFR and reduce FFR related artifacts. Vulkan and Quest 2/Quest Pro only. Requires Unity 2020.3.11f1 or 2021.1.9f1 or higher, and will result in a black screen if enabled on earlier versions of Unity.")] + [SerializeField, Tooltip("Enables a subsampled eye texture layout, which can improve performance when using FFR and reduce FFR related artifacts. Vulkan and Quest 2/Quest Pro only.")] public bool SubsampledLayout = false; /// @@ -132,7 +132,7 @@ public enum FoveationMethod /// /// Reduces tracked rendering latency by updating head and controller poses as late as possible before rendering. Vulkan only. /// - [SerializeField, Tooltip("Experimental feature that reduces tracked rendering latency by updating head and controller poses as late as possible before rendering. Vulkan only.")] + [SerializeField, Tooltip("Reduces tracked rendering latency by updating head and controller poses as late as possible before rendering. Vulkan only.")] public bool LateLatching = false; /// @@ -153,12 +153,6 @@ public enum FoveationMethod [SerializeField, Tooltip("A frame synthesis technology to allow your application to render at half frame rate, while still delivering a smooth experience. Note that this currently requires a custom version of the URP provided by Oculus in order to work, and should not be enabled if you aren't using that customized Oculus URP package.")] public bool SpaceWarp = false; - /// - /// Adds a Quest entry to the supported devices list in the Android manifest. - /// - [SerializeField, Tooltip("Adds a Quest entry to the supported devices list in the Android manifest.")] - public bool TargetQuest = true; - /// /// Adds a Quest 2 entry to the supported devices list in the Android manifest. /// @@ -187,12 +181,12 @@ public ushort GetStereoRenderingMode() #endif } #if !UNITY_EDITOR - public static OculusSettings s_Settings; + public static OculusSettings s_Settings; - public void Awake() - { - s_Settings = this; - } + public void Awake() + { + s_Settings = this; + } #else private void OnValidate() { diff --git a/Runtime/x64/OVRPlugin.dll b/Runtime/x64/OVRPlugin.dll index 483d722..461584f 100644 Binary files a/Runtime/x64/OVRPlugin.dll and b/Runtime/x64/OVRPlugin.dll differ diff --git a/Runtime/x64/OculusXRPlugin.dll b/Runtime/x64/OculusXRPlugin.dll index e046e60..fc687c6 100644 Binary files a/Runtime/x64/OculusXRPlugin.dll and b/Runtime/x64/OculusXRPlugin.dll differ diff --git a/Runtime/x86.meta b/Runtime/x86.meta deleted file mode 100644 index de6c445..0000000 --- a/Runtime/x86.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: a91d2ebfa84a8134490f7bb1f373e363 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Runtime/x86/AudioPluginOculusSpatializer.dll b/Runtime/x86/AudioPluginOculusSpatializer.dll deleted file mode 100644 index b884e6b..0000000 Binary files a/Runtime/x86/AudioPluginOculusSpatializer.dll and /dev/null differ diff --git a/Runtime/x86/AudioPluginOculusSpatializer.dll.meta b/Runtime/x86/AudioPluginOculusSpatializer.dll.meta deleted file mode 100644 index 0b49924..0000000 --- a/Runtime/x86/AudioPluginOculusSpatializer.dll.meta +++ /dev/null @@ -1,82 +0,0 @@ -fileFormatVersion: 2 -guid: f7943f58ecb89f342b0f737a00db94c6 -PluginImporter: - externalObjects: {} - serializedVersion: 2 - iconMap: {} - executionOrder: {} - defineConstraints: [] - isPreloaded: 1 - isOverridable: 1 - isExplicitlyReferenced: 0 - validateReferences: 1 - platformData: - - first: - : Any - second: - enabled: 0 - settings: - Exclude Android: 1 - Exclude Editor: 0 - Exclude Linux64: 0 - Exclude OSXUniversal: 0 - Exclude Win: 0 - Exclude Win64: 1 - - first: - Android: Android - second: - enabled: 0 - settings: - CPU: ARMv7 - - first: - Any: - second: - enabled: 0 - settings: {} - - first: - Editor: Editor - second: - enabled: 1 - settings: - CPU: x86 - DefaultValueInitialized: true - OS: Windows - - first: - Facebook: Win - second: - enabled: 0 - settings: - CPU: AnyCPU - - first: - Facebook: Win64 - second: - enabled: 0 - settings: - CPU: None - - first: - Standalone: Linux64 - second: - enabled: 1 - settings: - CPU: AnyCPU - - first: - Standalone: OSXUniversal - second: - enabled: 1 - settings: - CPU: AnyCPU - - first: - Standalone: Win - second: - enabled: 1 - settings: - CPU: AnyCPU - - first: - Standalone: Win64 - second: - enabled: 0 - settings: - CPU: None - userData: - assetBundleName: - assetBundleVariant: diff --git a/Runtime/x86/OVRPlugin.dll b/Runtime/x86/OVRPlugin.dll deleted file mode 100644 index db813cc..0000000 Binary files a/Runtime/x86/OVRPlugin.dll and /dev/null differ diff --git a/Runtime/x86/OVRPlugin.dll.meta b/Runtime/x86/OVRPlugin.dll.meta deleted file mode 100644 index b818b3a..0000000 --- a/Runtime/x86/OVRPlugin.dll.meta +++ /dev/null @@ -1,82 +0,0 @@ -fileFormatVersion: 2 -guid: 0de2fa29a2d171e4a9a7866a56d4224f -PluginImporter: - externalObjects: {} - serializedVersion: 2 - iconMap: {} - executionOrder: {} - defineConstraints: [] - isPreloaded: 0 - isOverridable: 1 - isExplicitlyReferenced: 0 - validateReferences: 1 - platformData: - - first: - : Any - second: - enabled: 0 - settings: - Exclude Android: 1 - Exclude Editor: 0 - Exclude Linux64: 0 - Exclude OSXUniversal: 0 - Exclude Win: 0 - Exclude Win64: 1 - - first: - Android: Android - second: - enabled: 0 - settings: - CPU: ARMv7 - - first: - Any: - second: - enabled: 0 - settings: {} - - first: - Editor: Editor - second: - enabled: 1 - settings: - CPU: x86 - DefaultValueInitialized: true - OS: Windows - - first: - Facebook: Win - second: - enabled: 0 - settings: - CPU: AnyCPU - - first: - Facebook: Win64 - second: - enabled: 0 - settings: - CPU: None - - first: - Standalone: Linux64 - second: - enabled: 1 - settings: - CPU: AnyCPU - - first: - Standalone: OSXUniversal - second: - enabled: 1 - settings: - CPU: AnyCPU - - first: - Standalone: Win - second: - enabled: 1 - settings: - CPU: AnyCPU - - first: - Standalone: Win64 - second: - enabled: 0 - settings: - CPU: None - userData: - assetBundleName: - assetBundleVariant: diff --git a/Runtime/x86/OculusXRPlugin.dll b/Runtime/x86/OculusXRPlugin.dll deleted file mode 100644 index 925a5c0..0000000 Binary files a/Runtime/x86/OculusXRPlugin.dll and /dev/null differ diff --git a/Runtime/x86/OculusXRPlugin.dll.meta b/Runtime/x86/OculusXRPlugin.dll.meta deleted file mode 100644 index c6c3aab..0000000 --- a/Runtime/x86/OculusXRPlugin.dll.meta +++ /dev/null @@ -1,82 +0,0 @@ -fileFormatVersion: 2 -guid: ef2ac70069b2b884382760b9051c7485 -PluginImporter: - externalObjects: {} - serializedVersion: 2 - iconMap: {} - executionOrder: {} - defineConstraints: [] - isPreloaded: 0 - isOverridable: 1 - isExplicitlyReferenced: 0 - validateReferences: 1 - platformData: - - first: - : Any - second: - enabled: 0 - settings: - Exclude Android: 1 - Exclude Editor: 0 - Exclude Linux64: 0 - Exclude OSXUniversal: 0 - Exclude Win: 0 - Exclude Win64: 1 - - first: - Android: Android - second: - enabled: 0 - settings: - CPU: ARMv7 - - first: - Any: - second: - enabled: 0 - settings: {} - - first: - Editor: Editor - second: - enabled: 1 - settings: - CPU: x86 - DefaultValueInitialized: true - OS: Windows - - first: - Facebook: Win - second: - enabled: 0 - settings: - CPU: AnyCPU - - first: - Facebook: Win64 - second: - enabled: 0 - settings: - CPU: None - - first: - Standalone: Linux64 - second: - enabled: 1 - settings: - CPU: AnyCPU - - first: - Standalone: OSXUniversal - second: - enabled: 1 - settings: - CPU: AnyCPU - - first: - Standalone: Win - second: - enabled: 1 - settings: - CPU: AnyCPU - - first: - Standalone: Win64 - second: - enabled: 0 - settings: - CPU: None - userData: - assetBundleName: - assetBundleVariant: diff --git a/package.json b/package.json index dee9348..23ef11f 100644 --- a/package.json +++ b/package.json @@ -1,9 +1,9 @@ { "name": "com.unity.xr.oculus", "displayName": "Oculus XR Plugin", - "version": "3.3.0", - "unity": "2021.3", - "unityRelease": "4f1", + "version": "4.0.0", + "unity": "2022.2", + "unityRelease": "18f1", "description": "Provides display and input support for Oculus devices.", "keywords": [ "oculus", @@ -20,16 +20,16 @@ "repository": { "url": "https://github.cds.internal.unity3d.com/unity/xr.sdk.oculus.git", "type": "git", - "revision": "a6b7841c74914da7f9f8b5669452cec744a71fa4" + "revision": "feb0ba57c2ff63fb5f42b28da30f4d67fd328a6e" }, "relatedPackages": { - "com.unity.xr.oculus.tests": "3.3.0" + "com.unity.xr.oculus.tests": "4.0.0" }, "_upm": { - "changelog": "### Changed\n- Modified how foveated rendering (ETFR and FFR) is enabled and configured from script to make it more consistent\n- Updated the `SystemHeadset` enum to include `Meta_Quest_Pro` and `Meta_Link_Quest_Pro` entries\n\n### Fixed\n- Reverted deferred eye texture deletion as we only needed to defer layer deletion\n- Fixed a GLES2 script deprecation warning in Unity 2023.1+\n\n### Known Issues\n- `Unity.XR.Oculus.Stats.PerfMetrics` entries currently return `0` when using the OpenXR runtime, which is the default in the 2.x and 3.x versions of the Oculus XR Plugin package\n- `Unity.XR.Oculus.Stats.AppMetrics` entries currently return `0` on all Oculus runtimes\n- For both of the above, the suggested replacement is to use the profiling tools available via the Oculus Developer Hub: https://developer.oculus.com/documentation/unity/ts-odh-logs-metrics/\n- Enabling mobile Depth Submission may cause crashes on application startup if MSAA is disabled. Enabling MSAA will resolve the issue. This will be resolved in future versions of Unity" + "changelog": "### Changed\n- Updated Oculus plugins to v51. V51 plugins no longer provide support for Quest 1 devices or 32-bit Windows builds\n- Moved Late Latching settings out of the Experimental section\n\n### Removed\n- Removed Quest 1 as a target device in the Oculus XR Plugin settings and manifest entries\n\n### Known Issues\n- `Unity.XR.Oculus.Stats.PerfMetrics` entries currently return `0` when using the OpenXR runtime\n- `Unity.XR.Oculus.Stats.AppMetrics` entries return `0` on all Oculus runtimes\n- For both of the above, the suggested replacement is to use the profiling tools available via the Oculus Developer Hub: https://developer.oculus.com/documentation/unity/ts-odh-logs-metrics/" }, "upmCi": { - "footprint": "5b2c7cddf366cfb5e5f61477c13329393d077e69" + "footprint": "4f07a414ed0eba0c9e45520f728845aecedf643e" }, - "documentationUrl": "https://docs.unity3d.com/Packages/com.unity.xr.oculus@3.3/manual/index.html" + "documentationUrl": "https://docs.unity3d.com/Packages/com.unity.xr.oculus@4.0/manual/index.html" }