Class OculusSettings
Inheritance
OculusSettings
Inherited Members
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
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
EnableTrackingOriginStageMode
When the Tracking Origin Mode is set to Floor, the tracking origin won't change with a system recenter.
Declaration
[SerializeField]
[Tooltip("When the Tracking Origin Mode is set to Floor, the tracking origin won't change with a system recenter.")]
public bool EnableTrackingOriginStageMode
Field Value
LateLatching
Reduces tracked rendering latency by updating head and controller poses as late as possible before rendering. Vulkan only.
Declaration
[SerializeField]
[Tooltip("Experimental feature that reduces tracked rendering latency by updating head and controller poses as late as possible before rendering. Vulkan only.")]
public bool LateLatching
Field Value
LateLatchingDebug
Debug mode for Late Latching which will print information about the Late Latching system as well as any errors.
Declaration
[SerializeField]
[Tooltip("Debug mode for Late Latching which will print information about the Late Latching system as well as any errors.")]
public bool LateLatchingDebug
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
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
SpaceWarp
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.
Declaration
[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
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 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.
Declaration
[SerializeField]
[Tooltip("Adds a PNG 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.")]
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
Methods
Awake()
Declaration
GetStereoRenderingMode()
Declaration
public ushort GetStereoRenderingMode()
Returns
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