There are no new partner features released in v85. However, in order to ensure you can stay up-to-date with the latest packages, we have put together the latest builds for maintenance release.
Go to Edit > Plugins, disable the OculusVR plugin if enabled, and then enable the Meta XR plugin.
Set up the plugin settings in Project Settings > Meta XR. If you need to refer to previous OculusVR settings, look in DefaultEngine.ini under [/Script/OculusHMD.OculusHMDRuntimeSettings].
Specify your splash screen in Project Settings > Platforms > Android >Launch Images > Launch Landscape.
Migrating from OculusVR to Meta XR
Go to Edit > Plugins, disable the OculusVR plugin if enabled, and then enable the Meta XR plugin.
Set up the plugin settings in Project Settings > Meta XR. If you need to refer to previous OculusVR settings, look in DefaultEngine.ini under [‘/Script/OculusHMD.OculusHMDRuntimeSettings’].
Blueprint only projects are automatically converted to use the equivalent types and functions provided by the Meta XR Plugin when you switch over from the OculusVR plugin.
C++ projects that contain native code can be migrated by manually renaming objects and enumerations.
To migrate a C++ project:
Modify your project's build.cs and replace any Oculus modules with OculusXR versions.
Build your project.
Make note of the compiler errors and for each Oculus type not existing, change its declarations to use OculusXRType.