Class OculusSettings
Inheritance
OculusSettings
Syntax
[Serializable]
[XRConfigurationData("Oculus", "Unity.XR.Oculus.Settings")]
public class OculusSettings : ScriptableObject
Fields
DashSupport
Enable or disable Dash support. This inintializes the Oculus Plugin with Dash support which enables the Oculus Dash to composite over the Unity application.
Declaration
[SerializeField]
[Tooltip("Initialize the Oculus Plugin with Dash support which allows the Oculus Dash to composite over the Unity application.")]
public bool DashSupport
Field Value
FocusAware
If enabled, the application will continue running when system overlays appear.
This is deprecated and will be removed in Oculus XR Plugin 2.0.0
Declaration
[SerializeField]
[Tooltip("If enabled, the application will continue running when system overlays appear. This is deprecated and will be removed in Oculus XR Plugin 2.0.0")]
public bool FocusAware
Field Value
LowOverheadMode
If enabled, the GLES graphics driver will bypass validation code, potentially running faster.
Declaration
[SerializeField]
[Tooltip("If enabled, the GLES graphics driver will bypass validation code, potentially running faster at the expense of detecting and reporting errors. GLES only.")]
public bool LowOverheadMode
Field Value
m_StereoRenderingModeAndroid
The current stereo rendering mode selected for Android-based Oculus platforms
Declaration
[SerializeField]
[Tooltip("The current stereo rendering mode selected for Android-based Oculus platforms.")]
public OculusSettings.StereoRenderingModeAndroid m_StereoRenderingModeAndroid
Field Value
m_StereoRenderingModeDesktop
The current stereo rendering mode selected for desktop-based Oculus platforms
Declaration
[SerializeField]
[Tooltip("The current stereo rendering mode selected for desktop-based Oculus platforms.")]
public OculusSettings.StereoRenderingModeDesktop m_StereoRenderingModeDesktop
Field Value
OptimizeBufferDiscards
If enabled, the depth buffer and MSAA contents will be discarded rather than resolved. This is an optimization that can possibly break rendering in certain cases. Vulkan only.
Declaration
[SerializeField]
[Tooltip("If enabled, the depth buffer and MSAA contents will be discarded rather than resolved. This is an optimization that can possibly break rendering in certain cases. Vulkan only.")]
public bool OptimizeBufferDiscards
Field Value
PhaseSync
Enables a latency optimization technique which can reduce simulation latency by several ms, depending on application workload.
Declaration
[SerializeField]
[Tooltip("Enables a latency optimization technique which can reduce simulation latency by several ms, depending on application workload.")]
public bool PhaseSync
Field Value
ProtectedContext
If enabled, the Oculus SDK will create a protected graphics context. Has a slight overhead; only use if needed for protected content.
This is deprecated and will be removed in Oculus XR Plugin 2.0.0
Declaration
[SerializeField]
[Tooltip("If enabled, the Oculus runtime will create a protected graphics context. Has a slight overhead; only use if needed for protected content. This is deprecated and will be removed in Oculus XR Plugin 2.0.0")]
public bool ProtectedContext
Field Value
s_Settings
Declaration
public static OculusSettings s_Settings
Field Value
SharedDepthBuffer
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.
Declaration
[SerializeField]
[Tooltip("Allows Unity and the Oculus runtime to share a common depth buffer for better scene integration with the Dash.")]
public bool SharedDepthBuffer
Field Value
SubsampledLayout
Enables a subsampled eye texture layout, which can improve performance when using FFR and reduce FFR related artifacts. Vulkan and Quest 2 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.
Declaration
[SerializeField]
[Tooltip("Enables a subsampled eye texture layout, which can improve performance when using FFR and reduce FFR related artifacts. Vulkan and Quest 2 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.")]
public bool SubsampledLayout
Field Value
SymmetricProjection
Allows the application to render with symmetric projection matrices which can improve performance when using multiview.
Declaration
[SerializeField]
[Tooltip("Allows the application to render with symmetric projection matrices.")]
public bool SymmetricProjection
Field Value
SystemSplashScreen
Adds a PNG under the Assets folder as the splash screen image. If set, Oculus 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.
Declaration
[SerializeField]
[Tooltip("Adds a PNG under the Assets folder as the splash screen image. If set, Oculus 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.")]
public Texture2D SystemSplashScreen
Field Value
TargetQuest
Adds a Quest entry to the supported devices list in the Android manifest.
Declaration
[SerializeField]
[Tooltip("Adds a Quest entry to the supported devices list in the Android manifest.")]
public bool TargetQuest
Field Value
TargetQuest2
Adds a Quest 2 entry to the supported devices list in the Android manifest.
Declaration
[SerializeField]
[Tooltip("Adds a Quest 2 entry to the supported devices list in the Android manifest.")]
public bool TargetQuest2
Field Value
V2Signing
Enable this if you are building for Quest. This enables application signing with the Android Package (APK) Signature Scheme v2. Disable v2 signing if building for Oculus Go.
This is deprecated and will be removed in Oculus XR Plugin 2.0.0
Declaration
[SerializeField]
[Tooltip("Configure Manifest for Oculus Quest. This is deprecated and will be removed in Oculus XR Plugin 2.0.0")]
public bool V2Signing
Field Value
Methods
Awake()
Declaration
GetStereoRenderingMode()
Declaration
public ushort GetStereoRenderingMode()
Returns
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.