Update: The new core assets are here, and Oculus 0.7 compatible! https://developer.leapmotion.com/downloads/unity
Hey everyone,
As we posted back in June, Unity 5.1 and Oculus SDK 0.6 introduced a radically different Oculus plugin structure, including major changes to the VR cameras. These changes effectively abstracted away many of the things that we used to implement image passthrough in Unity. Since then, we’ve been in discussions with Unity about how to make sure that the assets work properly.
Tomorrow’s release of the Oculus 0.7 SDK includes breaking changes so that the runtime won’t support applications built before 0.6.0.1. For this reason, we wanted to give you a clear path for development. Here are your options, depending on what type of experience you want to build.
Augmented Reality
Any Unity project that uses image passthrough will need to use the older version of the Oculus plugin, which is only possible with SDK 0.5.0.1 (and some earlier versions). As a result, users trying the demos will need to have the 0.5 or 0.6 runtime installed. Here is the best setup:
- Unity 5.0 or below, OR Unity 5.1+ with the integrated VR support disabled
- Leap Motion SDK 2.3.0
- Oculus SDK 0.5
Virtual Reality with Rigged Hands
The VR cameras issue does not affect pure virtual reality, including our traditional rigged hands assets. Right now, developers using pure virtual reality with rigged hands can use:
- Unity 5.1+ with the integrated VR support
- Leap Motion SDK 2.3.0
- Oculus SDK 0.6.0.1
We’re excited to start digging into the Oculus 0.7 SDK and will be working to update our Core Assets support.
Virtual Reality with Image Hands
Since the Image Hands rely on passthrough, they will not work properly except with the augmented reality setup:
- Unity 5.0 or below, OR Unity 5.1+ with the integrated VR support disabled
- Leap Motion SDK 2.3.0
- Oculus SDK 0.5
Fortunately, we have a completely reimagined asset in the works that is being rebuilt from the ground up, and which we expect to release in the near future. In the meantime, we recommend that developers either build with older, stable tools, or use rigged hands as stand-ins until we launch the new Image Hand asset.
It’s also worth mentioning that since Oculus no longer supports Mac OSX, future releases of our Unity Core Assets will be Windows-only. Older releases that are OSX-compatible will remain available through our Unity downloads page.
Virtual reality is a rapidly emerging field, and the third-party engines and APIs that we use to build the next generation of hybrid experiences are changing quickly. Thanks for your understanding and support as we continue to adapt to these evolving platforms.