Releases: ViveSoftware/ViveInputUtility-Unity
Releases · ViveSoftware/ViveInputUtility-Unity
Vive Input Utility v1.10.4
-
Improvement
- Replace WWW to UnityWebRequest
- Pointer3DInputModule no longer set EventSystem to DontDestroyOnLoad
- Add VRModuleInput2DType
- Split VIUSettings into partials
- Add VIVE Cosmos controller enum
- Improve OculusVR support
- Add install package button in VIUSettings
- Add WaveVR SDK 3.0.2 support
- Add autoScaleReticle setting
-
Bug Fix
- [OculusVRModule] Fix serial number conflict on Oculus device
- [UnityEngineVRModule] Fix input manager index out of bound
- [SteamVRModule] Fix swapping controllers will cause input events showing on wrong device
- [WaveVRModule] Fix left hand mode cannot show controller model
- [ExampleScene] Fix BodyRole center position transformation
- [ExampleScene] Fix ResetButton teleports if moved after Start()
Vive Input Utility v1.10.3
-
Improvement
- [WaveVRModule] Support WaveVR simulator (Enable VIVE Focus support in Editor mode)
-
Bug Fix
- [WaveVRModule] Fix WaveVR tracking jitter issue
- [WaveVRModule] Fix VIU simulator cannot launch (ONLY enable VIU simulator)
Vive Input Utility v1.10.2
- Improvement
- [ViveInput] Add new procedure vibration API (only works with SteamVR v2)
using HTC.UnityPlugin.Vive;
ViveInput.TriggerHapticVibrationEx<TRole>(
TRole role,
float durationSeconds = 0.01f,
float frequency = 85f,
float amplitude = 0.125f,
float startSecondsFromNow = 0f)
- Bug Fix
- [ViveInput] Fix issue that TriggerHapticPulse is not working
- [Utility] Fix bug in IndexedSet indexer setter.
- [WaveVRModule] Fix VIU example freezes after launched
- [OculusVRModule] Fix OculusVRModule not recognizing GearVR or OculusGO correctly
- [ExternalCamera] Fix not working with SteamVR v2
- [ExternalCamera] Fix SteamVR_ExternalCamera setting sceneResolutionScale incorrectly in some cases
- [ExternalCamera] Fix potential RenderTexture created by SteamVR_ExternalCamera having incorrect ColorSpace
Vive Input Utility v1.10.1
-
New Features
- SteamVR Plugin v2.0/v2.1 support
- SteamVR New Input System support (Guide)
-
Improvement
- Now compatible with Google VR SDK v1.170.0
- Add ControllerAxis.Joystick for Windows Mixed Reality Motion Controller
- Extend ControllerButton (DPadXXX are virtual buttons simulated from trackpad/thumbstick values)
- BKey (Menu)
- BkeyTouch (MenuTouch)
- Bumper (Axis3)
- BumperTouch (Axis3Touch)
- ProximitySensor
- DPadLeft
- DPadLeftTouch
- DPadUp
- DPadUpTouch
- DPadRight
- DPadRightTouch
- DPadDown
- DPadDownTouch
- DPadUpperLeft
- DPadUpperLeftTouch
- DPadUpperRight
- DPadUpperRightTouch
- DPadLowerRight
- DPadLowerRightTouch
- DPadLowerLeft
- DPadLowerLeftTouch
-
Known Issue
- When working with SteamVR Plugin v2, VIU can get poses or send vibration pulses for all connected devices, but only able to connect button inputs from up to 2 Vive Controllers or 10 Vive Trackers (due to the limitation of SteamVR input sources). This is a recent limitation introduced by SteamVR issue.
Vive Input Utility v1.9.0
-
New Features
- Wave VR Plugin v2.1.0 support
- Add Oculus Go support (requires Oculus VR plugin)
-
Improvement
- [WaveVRModule] Add 6 DoF Controller Simulator (Experimental)
- [RenderModelHook] Now able to load Wave VR generic controller model
- [Example2] Add drop area that using physics collider
- [Example3] Make scroll delta tunable from the Editor
- [VIUSettings] Add WVR virtual arms properties
- [BindingUI] Make un-recognized device visible in the device view (shown in VIVE device icon)
-
Bug Fix
- [VRModule] Fix sometimes SteamVRModule activated but not polling any device pose/input
Vive Input Utility v1.8.3
Changes for v1.8.3:
-
Improvement
- Improve simulator module
- Add instruction UI
- Add group control (devices move along with camera)
- See Simulator for more detail
- Add ReticlePose.IReticleMaterialChanger interface, better way to indicate different type of pointing object
- Add support for WaveVR SDK v2.0.37
- Improve simulator module
-
Bug fix
- Fix PoseTracker not applying scale from the origin transform
- Fix SteamVRModule reporting wrong input-focus state
- Fix ViveRigidPoseTracker broke after re-enabled
- Fix PoseModifier not work correctly ordered by priority value
Vive Input Utility v1.8.2
Changes for v1.8.2:
- Bug fix
- Fix define symbols sometimes not handle correctly when switching build target
- Disable vr support if device list is empty
- Add code to avoid NullReferenceException in VRModule
- Add SetValueByIndex method to IndexedTable
- Fix StickyGrabbable not working in certain cases
Vive Input Utility v1.8.1
Changes for v1.8.1:
-
New features
- VIVE Focus Support
- Required Unity 5.6.3 or later version
- Download and install WaveVR SDK Unity plugin from https://hub.vive.com/profile/material-download
- Enable VIVE Focus support under Edit > Preference > VIU Settings
- VIVE Focus Support
-
Bug fix
- Fix no tracking devices dectected when SteamVR plugin v1.2.3 is installed
- Fix compile error in Unity 2018.1
- Fix VIUSettings changes not saved into asset data file
Vive Input Utility v1.8.0
Changes for v1.8.0:
-
New features
-
Improvement
- Now compatible with SteamVR v1.1.1~v1.2.3
- Moved some properties into VIU Settings
- Removed:
- ViveRoleBindingHelper.OverrideConfigPath
- ViveRoleBindingHelper.BindingConfig.apply_bindings_on_load
- ViveRoleBindingHelper.BindingConfig.toggle_interface_key_code
- ViveRoleBindingHelper.BindingConfig.toggle_interface_modifier
- ViveRoleBindingHelper.BindingConfig.interface_prefab
- Replaced with:
- VIUSettings.bindingConfigFilePath
- VIUSettings.autoLoadBindingConfigOnStart
- VIUSettings.bindingInterfaceSwitchKey
- VIUSettings.bindingInterfaceSwitchKeyModifier
- VIUSettings.bindingInterfaceObject
- Removed:
-
Bug fix
- Fix compiler error caused by wrong define symbols.
-
VIU Settings
- Setting changes are now saved in a project resource folder named VIUSettings.asset.
- VIU Settings will load default settings automatically if VIUSettings.asset resource not found.
-
Daydream Support
- Requires Android platform support, Unity 5.6 or later and GoogleVR plugin.
- Requires checking the Daydream support toggle in Edit -> Preferences -> VIUSettings
- Beware that the Daydream controller have less buttons.
- Remember to define and give the VR origin a headset height for Daydream device user.
-
Simulator
- Simulator is a fake VRModule that spawn/remove fake devices, create fake tracking and fake input events.
- Requires checking the Simulator support toggle in Edit -> Preferences -> VIUSettings
- Simulator only enabled when no VR device detected.
- There are 2 ways to manipulate the fake devices
- Handle events by script manually
- HTC.UnityPlugin.VRModuleManagement.VRModule.Simulator.onUpdateDeviceState
- Invoked each frame when VRModule performs a device state update
- Write device state into currState argument to manipulate devices
- Read-only argument prefState preserved device state in last frame
- HTC.UnityPlugin.VRModuleManagement.VRModule.Simulator.onUpdateDeviceState
- Use Keyboard-Mouse control (can be disabled in VIUSettings)
- Add/Remove/Select devices
- [0~9] Add and select device N if device N is not selected, otherwise, deselect it
- [` + 0~5] Add and select device 10+N if device 10+N is not selected, otherwise, deselect it
- [Shift + 0~9] Remove and deselect device N
- [Shift + ` + 0~5] Remove and deselect device 10+N
- Control selected device
- [W] Move selected device forward
- [S] Move selected device backward
- [D] Move selected device right
- [A] Move selected device left
- [E] Move selected device up
- [Q] Move selected device down
- [C] Roll+ selected device
- [Z] Roll- selected device
- [X ] Reset selected device roll
- [ArrowUp] Pitch+ selected device
- [ArrowDown] Pitch- selected device
- [ArrowRight] Yaw+ selected device
- [ArrowLeft] Yaw- selected device
- [MouseMove] Pitch/Yaw selected device
- [MouseLeft] Press Trigger on selected device
- [MouseRight] Press Grip on selected device
- [MouseMiddle] Press Trackpad on selected device
- [Hold Shift + MouseMove] Touch Trackpad on selected device
- Control HMD
- [T] Move hmd forward
- [G] Move hmd backward
- [H] Move hmd right
- [F] Move hmd left
- [Y] Move hmd up
- [R] Move hmd down
- [N] Roll+ hmd
- [V] Roll- hmd
- [B] Reset hmd roll
- [I] Pitch+ hmd
- [K] Pitch- hmd
- [L] Yaw+ hmd
- [J] Yaw- hmd
- Add/Remove/Select devices
- Handle events by script manually
- Notice that when the simulator is enabled, it is started with 3 fake device
- [0] HMD (selected)
- [1] Right Controller
- [2] Left Controller
Vive Input Utility v1.7.3
Changes for v1.7.3:
-
Bug fix
- [VRModule] Fix compile error in OculusVRModule.cs #14
- [Pointer3D] Fix IPointerExit not handled correctly when disabling a raycaster #16
- [Pointer3D] Fix IPointerExit/IPointerPressExit/IPointerUp doesn't execute in some cases
- Add Pointer3DEventData.pressProcessed flag to ensure Down/Up processed correctly
-
Improvement
- Add new struct type HTC.UnityPlugin.Utility.RigidPose to replace HTC.UnityPlugin.PoseTracker.Pose
- Utility.RigidPose inherit all members in PoseTracker.Pose
- Add forward, up, right property getter
- Obsolete struct HTC.UnityPlugin.PoseTracker.Pose (will be removed in future version) to avoid type ambiguous with UnityEngine.Pose (new type in Unity 2017.2)
- If you somehow want to using HTC.UnityPlugin.PoseTracker and UnityEngine.Pose in your script at the same time, please use full type name or add type alias to avoid ambiguous compile error
using HTC.UnityPlugin.PoseTracker; using UnityEngine; using Pose = UnityEngine.Pose; public class MyPoseTracker : BasePoseTracker { public Pose m_pose; ... }
- Change some recommended setting value
- Now binding interface switch is recommended as enable only if Steam VR plugin is imported
- Now external camera interface switch is recommended as enable only if Steam VR plugin is imported
- Now VIU system game object will be auto generated only if necessary
- Add new struct type HTC.UnityPlugin.Utility.RigidPose to replace HTC.UnityPlugin.PoseTracker.Pose