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Question by mgill4 · Jul 10, 2018 at 01:10 AM · vrmobileoculus

Use OVRPlugin or not

Should I be using the OVRPlugin for a gearvr app I'm working on even though I'm using 2017.4? I was only thinking of using it for the avatar and controller prefabs but I'm having some FPS problems with my app (super simple: a plane with some cubes right now for testing background code) and didn't know if having the OVRplugin would help? Thoughts?

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Answer by MortePCAndVR · Oct 21, 2018 at 02:23 PM

Thoughts: It depends on your requirements and the Unity version in terms of compatibility of a given Unity version with a given OVRPlugin version. Refer to this link for a Unity version vs OVRPlugin version compatibility map and known issue list: https://developer.oculus.com/documentation/unity/latest/concepts/release-1.30/

Take into account that Unity 2017.4 will have a 'best compatible OVRPlugin version available-at-the-time' even though the latest version Oculus VR assets & scripts you download in the v1.30.1 unitypackage may not work as well with that older OVRPlugin, and that you are prompted to update Unity's built-in OVRPlugin to the supplied latest unitypackage version when you perform the import of the Oculus Integration/Utilities.

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