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    Class OculusSettings

    Inheritance
    object
    Object
    ScriptableObject
    OculusSettings
    Inherited Members
    ScriptableObject.SetDirty()
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    object.MemberwiseClone()
    Namespace: Unity.XR.Oculus
    Assembly: solution.dll
    Syntax
    [Serializable]
    [XRConfigurationData("Oculus", "Unity.XR.Oculus.Settings")]
    public class OculusSettings : ScriptableObject

    Fields

    Name Description
    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.

    DepthSubmission

    Enables support for submitting the depth buffer on mobile. This allows for depth testing between layers on mobile Oculus platforms.

    EnableTrackingOriginStageMode

    When the Tracking Origin Mode is set to Floor, the tracking origin won't change with a system recenter.

    FoveatedRenderingMethod

    Choose which foveated rendering method is used when foveation is enabled.

    LateLatching

    Reduces tracked rendering latency by updating head and controller poses as late as possible before rendering. Vulkan only.

    LateLatchingDebug

    Debug mode for Late Latching which will print information about the Late Latching system as well as any errors.

    LowOverheadMode

    If enabled, the GLES graphics driver will bypass validation code, potentially running faster.

    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.

    PhaseSync

    Enables a latency optimization technique which can reduce simulation latency by several ms, depending on application workload.

    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.

    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.

    SubsampledLayout

    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.

    SymmetricProjection

    Allows the application to render with symmetric projection matrices which can improve performance when using multiview.

    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.

    TargetQuest2

    Adds a Quest 2 entry to the supported devices list in the Android manifest.

    TargetQuest3

    Adds a Quest 3 entry to the supported devices list in the Android manifest.

    TargetQuestPro

    Adds a Quest Pro entry to the supported devices list in the Android manifest.

    m_StereoRenderingModeAndroid

    The current stereo rendering mode selected for Android-based Oculus platforms

    m_StereoRenderingModeDesktop

    The current stereo rendering mode selected for desktop-based Oculus platforms

    s_Settings

    Methods

    Name Description
    Awake()
    GetStereoRenderingMode()
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