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Author: s | 2025-04-24
Release 2.1.0 Features: Update to version 19 of the Oculus Mobile SDK. Note: This is the last version of the Oculus Mobile SDK to support the Oculus Go.; Add API to detect whether Oculus SDK 1.19.0. Fecha Publicado: 19 oct. 2025 (hace 7 a os) Descargar. Oculus SDK 1.18.0. Fecha Publicado: 14 sept. 2025 (hace 7 a os) 1. 2; Im genes. Top
Free oculus sdk Download - oculus sdk for Windows - UpdateStar
To figure out how to make the tip of your finger touch a world space Unity Canvas.It is important to point out that it is still a preview package, so there might be still some issues as pointed out in the official SDK documentation.Let’s now deep dive into how to use the new Interaction SDK!Clone, Download, Play! Public Github Interaction SDK Setup Don't want to waste time? Test our Oculus Interaction SDK setup!The Oculus Interaction SDK Experimental is a library of modular, composable components that allows developers to implement a range of robust, standardized interactions (including grab, poke, raycast and more) for controllers and hands. We created this repository so that everyone, beginner and seasoned developers, can test out this new SDK by Oculus without the hassle of setting up the development environment yourselves. Just clone/download and hit PLAY!Download Public Github Interaction SDK Setup.How To Install the Oculus Interaction SDKDownload link: time the new SDK is included with the newest Oculus Integration for Unity (unlike the last Meta Avatars SDK released which is still a separate package). So for installing, just make sure you install Oculus Integration version 37.0 through the package manager in Unity 2020.3 LTS (or 2019.4 if you are using legacy XR Setup, more info here).Let's dig in! Example Prefabs and scenesTo start, we can go to the example scenes of the Oculus Interaction SDK, which you can find in the following path after importing Oculus Integration:The first thing we notice after opening one of the scenes, is the environment with some of the new art guidelines we could see in the latest Facebook/Meta Connect, with soft and light colours. It also has a really nice stencil shader in the windows. Very elegant and minimalistic, well done Oculus/Meta.We’ll be testing the scenes with hand tracking, so first,
Oculus SDK for Windows verision number? i.e. Oculus SDK
A new kid on the block: The Meta/Oculus Interaction SDK.If you have been developing VR experiences lately, you know that a proper Oculus Interaction SDK has been missing. If you have been using the Oculus/Meta Integration for creating rich hand interactions and intuitive movements for Virtual Reality applications, you know how limited and difficult it can be to start an interaction-rich experience without needing to code most of the stuff yourself.So, how do you integrate Oculus with Unity? What is this Oculus SDK? How do I use the Oculus XR Plugin? How do I download Oculus SDK? Let's get started with Oculus, Oculus Quest Hand Tracking SDK, Meta Quest Development, hand tracking implementation and hands tracking SDK in Unity.Probably, many times you needed to import and use other complementary SDKs such as Unity’s XR Interaction Toolkit, Microsoft’s MRTK, VR Interaction Framework, etc. Well, it looks like those days are (and hopefully might be) over.The Oculus Interaction SDK just released by Meta/Oculus (yes, please let’s keep using the word “Oculus” as long as we can) it’s a very complete set and library of tools, components, prefabs and examples that will tackle all your basic needs when starting to develop better and richer experiences (optional with Passthrough features), including some features asHand Pose grabbing: we can now pre-set how a hand will grab a specific interactableNew ray interactors: to interact with UI in the same way as home menusCurved UI and canvases. Yay! (like Oculus/Meta Menus)Poke interaction: using your index finger to interact with UI, buttons, scroll viewsPose detection, such as detecting a “thumbs up” hand poseComplex Physics grabbing such as two hand based scaling, rotation constraints, etcPreviously, each of these features would have needed an external (and most of the time, paid) third party asset, or multiple nights without sleeping tryingVR Oculus Mobile SDK SDK -
Revive Compatibility LayerThis is a compatibility layer between the Oculus SDK and OpenVR/OpenXR. It allows you to play Oculus-exclusive games on your HTC Vive or Valve Index.Refer to the wiki if you run into any problems. You can also find a community-compiled list of working games on the wiki, feel free to add your own results.InstallationAlways check the compatibility list before making a purchase.Download and install Oculus Rift Software. When you get to "Select Your Headset", choose to "Skip".Download the latest Revive installer.Install Revive in your preferred directory.Start SteamVR if it's not already running.Put on the headset, open the dashboard and click the new Revive tab.If you run into any problems, read the known issues below or refer to the wiki.Known IssuesNewly installed applications may refuse to start when you try to launch them for the first time, simply follow these instructions to fix it or reboot your PC.If you don't see the Revive tab, go to the start menu on your desktop and start the Revive Dashboard. Or check the Applications tab in the SteamVR settings to see if the tab is enabled.. Release 2.1.0 Features: Update to version 19 of the Oculus Mobile SDK. Note: This is the last version of the Oculus Mobile SDK to support the Oculus Go.; Add API to detect whetherOculus SDK Download Free - 32.0
NVIDIA CloudXR SDK The NVIDIA CloudXR SDK includes a sample Oculus VR client that is designed to work with VR headsets that support the Oculus VR SDK. The client decodes and renders content that is streamed from the CloudXR server and collects motion and controller data from the VR headset that is sent to the CloudXR server.The VR headset must be capable of decoding 4K HEVC video @ 60fps. The provided sample client has been tested with the Oculus Quest Pro and Oculus Quest 3 devices, running at 72 Hz.Building the Oculus VR Client¶Make sure you have everything needed from the Android Sample Clients system requirements.Copy the OVR mobile SDK zip file that you downloaded into the {sdk-root-folder}\Sample\Android\OculusVR\app\libs folder and rename the file ovr_sdk.zip.Copy Google Oboe SDK .AAR file (oboe-1.5.0.aar) into the {sdk-root-folder}\Sample\Android\OculusVR\app\libs folder.Copy the CloudXR SDK client package, which is the CloudXR.aar file, from {sdk-root-folder}\Client\Lib\Android folder to the {sdk-root-folder}\Sample\Android\OculusVR\app\libs folder.Run Android Studio.Complete one of the following tasks:Select Open existing Android Studio project on the Welcome screen.Click File > Open.Navigate to {sdk-root-folder}\Sample\Android and open the OculusVR project/folder.Select Build > Make Project.This process should generate an .apk file in the {sdk-root-folder}\Sample\Android\OculusVR\app\build\outputs\apk\debug directory that can be used to debug or be installed manually. You can also automatically generate a debug-signed .apk by directly running from within Android Studio. See Running the Oculus VR Client for more information.NoteTo build from the command-line, run gradlew build from the OculusVR folder.Installing the Oculus VR Client¶NoteThis section is only necessary should you want to manually install from command-line. If you are running through Android Studio, it will take care of the installation, so you can skip ahead to Running the Oculus VR Client.However, the first few steps below may be relevant if you haven’t already set up for debugging on your device.Place the Oculus VR device in developer mode and allow a USB connection in debug mode on the device.Use a USB cable to connect the Oculus VR device to the development system.If prompted on the device to allow connections, select Allow.In a Command Prompt window, navigate to the folder that contains the .apk file thatOculus SDK 32.0.0 - Download - Softpedia
Where can i find the debug tool? I have the runtime 1.3.2 installed and own the CV1.I have been looking for the " OculusDebugTool.exe" but cant find it. Any help is appreciatedthx All forum topics Previous Topic Next Topic 1 ACCEPTED SOLUTION the debug tool is nowhere to be found in the tools DIR.It was moved out of the sdk and is now provided as part of oculus home. You can find it in C:\Program Files (x86)\Oculus\Support\oculus-diagnosticsAuthor: Oculus Monitor, Auto Oculus Touch, Forum Dark Mode, Phantom Touch Remover, X-Plane FixerHardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 TaichHeadsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2, Quest 3 12 REPLIES 12 Thx HeavyGroovez. Didnt know that i had to download it.You really helped me 😉 With this tool the resolution in Assetto Corsa is much better now.Thumbs up!!!!! Please note that all development discussion should be in the Developer forum. Click the drop-down menu on the top right of the forum (looks like Community with a down arrow) and choose Developer, then click into the proper section (i.e. PC Development). Thanks. AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110iGigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV Hi there.I've tried to run the Debug Tool and it keeps on saying "Unable to connect to service, or an HMD isn't connected"IOculus legacy runtime SDK v0.8.0.0 : Oculus : Free Download
Lets go to the OVRCameraRig and let’s enable both controllers and hands (optionally, you can set the Hand Tracking Frequency to MAX, but remember this will reserve some performance headroom from you app, but in the case of this almost empty room, it’s ok).Example scene 1: BasicGrabIn this scene of the Oculus Interaction SDK, we can see different examples of the grabbing capabilities we can explore. Pinch Grab, the first example, is basically the grab we all know from Oculus (it is setup differently though, using the new Interfaces provided with the SDK). Then we can see Pinch Grab, Palm Grab and Combined Grab, all of these are set up similarly, where poses are pre defined for both right and left hands, with the freedom to choose what fingers are constrained to the poses, and what fingers are free.In the last example with the cup, we can look into HandGrabPoint class and check that in one of the poses, every finger is Locked, but the pinky is set to Free, which allows us to drink tea as the royalty.Example scene 2: BasicPokeIn this scene of the Oculus Interaction SDK, we find another four examples, this time about using your index finger to interact with different types of objects, introducing a new class called PokeInteractable.It seems that this class allows us to use our fingers to interact with 3D and 2D stuff equally, which is neat. The examples here are: Button, Pressy Touchpad, Unity Canvas & Scrolling, Hover Above Touch: What is really satisfying, is that the interaction includes some resistance, so your hand will not cross through the button, contributing to the haptic sensation.This is achieved through setting the ProximityField (another new class needed for your poke interaction) with an offset, as we can see in the “Pressy Touchpad” example:Green. Release 2.1.0 Features: Update to version 19 of the Oculus Mobile SDK. Note: This is the last version of the Oculus Mobile SDK to support the Oculus Go.; Add API to detect whether Oculus SDK 1.19.0. Fecha Publicado: 19 oct. 2025 (hace 7 a os) Descargar. Oculus SDK 1.18.0. Fecha Publicado: 14 sept. 2025 (hace 7 a os) 1. 2; Im genes. TopComments
To figure out how to make the tip of your finger touch a world space Unity Canvas.It is important to point out that it is still a preview package, so there might be still some issues as pointed out in the official SDK documentation.Let’s now deep dive into how to use the new Interaction SDK!Clone, Download, Play! Public Github Interaction SDK Setup Don't want to waste time? Test our Oculus Interaction SDK setup!The Oculus Interaction SDK Experimental is a library of modular, composable components that allows developers to implement a range of robust, standardized interactions (including grab, poke, raycast and more) for controllers and hands. We created this repository so that everyone, beginner and seasoned developers, can test out this new SDK by Oculus without the hassle of setting up the development environment yourselves. Just clone/download and hit PLAY!Download Public Github Interaction SDK Setup.How To Install the Oculus Interaction SDKDownload link: time the new SDK is included with the newest Oculus Integration for Unity (unlike the last Meta Avatars SDK released which is still a separate package). So for installing, just make sure you install Oculus Integration version 37.0 through the package manager in Unity 2020.3 LTS (or 2019.4 if you are using legacy XR Setup, more info here).Let's dig in! Example Prefabs and scenesTo start, we can go to the example scenes of the Oculus Interaction SDK, which you can find in the following path after importing Oculus Integration:The first thing we notice after opening one of the scenes, is the environment with some of the new art guidelines we could see in the latest Facebook/Meta Connect, with soft and light colours. It also has a really nice stencil shader in the windows. Very elegant and minimalistic, well done Oculus/Meta.We’ll be testing the scenes with hand tracking, so first,
2025-04-16A new kid on the block: The Meta/Oculus Interaction SDK.If you have been developing VR experiences lately, you know that a proper Oculus Interaction SDK has been missing. If you have been using the Oculus/Meta Integration for creating rich hand interactions and intuitive movements for Virtual Reality applications, you know how limited and difficult it can be to start an interaction-rich experience without needing to code most of the stuff yourself.So, how do you integrate Oculus with Unity? What is this Oculus SDK? How do I use the Oculus XR Plugin? How do I download Oculus SDK? Let's get started with Oculus, Oculus Quest Hand Tracking SDK, Meta Quest Development, hand tracking implementation and hands tracking SDK in Unity.Probably, many times you needed to import and use other complementary SDKs such as Unity’s XR Interaction Toolkit, Microsoft’s MRTK, VR Interaction Framework, etc. Well, it looks like those days are (and hopefully might be) over.The Oculus Interaction SDK just released by Meta/Oculus (yes, please let’s keep using the word “Oculus” as long as we can) it’s a very complete set and library of tools, components, prefabs and examples that will tackle all your basic needs when starting to develop better and richer experiences (optional with Passthrough features), including some features asHand Pose grabbing: we can now pre-set how a hand will grab a specific interactableNew ray interactors: to interact with UI in the same way as home menusCurved UI and canvases. Yay! (like Oculus/Meta Menus)Poke interaction: using your index finger to interact with UI, buttons, scroll viewsPose detection, such as detecting a “thumbs up” hand poseComplex Physics grabbing such as two hand based scaling, rotation constraints, etcPreviously, each of these features would have needed an external (and most of the time, paid) third party asset, or multiple nights without sleeping trying
2025-03-27NVIDIA CloudXR SDK The NVIDIA CloudXR SDK includes a sample Oculus VR client that is designed to work with VR headsets that support the Oculus VR SDK. The client decodes and renders content that is streamed from the CloudXR server and collects motion and controller data from the VR headset that is sent to the CloudXR server.The VR headset must be capable of decoding 4K HEVC video @ 60fps. The provided sample client has been tested with the Oculus Quest Pro and Oculus Quest 3 devices, running at 72 Hz.Building the Oculus VR Client¶Make sure you have everything needed from the Android Sample Clients system requirements.Copy the OVR mobile SDK zip file that you downloaded into the {sdk-root-folder}\Sample\Android\OculusVR\app\libs folder and rename the file ovr_sdk.zip.Copy Google Oboe SDK .AAR file (oboe-1.5.0.aar) into the {sdk-root-folder}\Sample\Android\OculusVR\app\libs folder.Copy the CloudXR SDK client package, which is the CloudXR.aar file, from {sdk-root-folder}\Client\Lib\Android folder to the {sdk-root-folder}\Sample\Android\OculusVR\app\libs folder.Run Android Studio.Complete one of the following tasks:Select Open existing Android Studio project on the Welcome screen.Click File > Open.Navigate to {sdk-root-folder}\Sample\Android and open the OculusVR project/folder.Select Build > Make Project.This process should generate an .apk file in the {sdk-root-folder}\Sample\Android\OculusVR\app\build\outputs\apk\debug directory that can be used to debug or be installed manually. You can also automatically generate a debug-signed .apk by directly running from within Android Studio. See Running the Oculus VR Client for more information.NoteTo build from the command-line, run gradlew build from the OculusVR folder.Installing the Oculus VR Client¶NoteThis section is only necessary should you want to manually install from command-line. If you are running through Android Studio, it will take care of the installation, so you can skip ahead to Running the Oculus VR Client.However, the first few steps below may be relevant if you haven’t already set up for debugging on your device.Place the Oculus VR device in developer mode and allow a USB connection in debug mode on the device.Use a USB cable to connect the Oculus VR device to the development system.If prompted on the device to allow connections, select Allow.In a Command Prompt window, navigate to the folder that contains the .apk file that
2025-04-05