Releases: ViveSoftware/ViveInputUtility-Unity
Releases · ViveSoftware/ViveInputUtility-Unity
Vive Input Utility v1.14.0
Changes for v1.14.0:
-
Changes
- Add ability to identify ViveFlowPhoneController
- Add plain fallback model for ViveFocus3Controller & ViveTracker3
- Add Input System support
- Required Input System v1.1.1 installed in project
- For example, now able to bind v3 position action from HandRole.RightHand device by setting binding path to
- <VIUSyntheticDeviceLayoutHandRole>{RightHand}/position
- Add new role type "PrimaryHandRole"
- PrimaryHand maps first found controller/tracker/trackedhand according to which dominant hand
- API to control PrimaryHandRole dominant hand:
- ViveRole.DefaultPrimaryHandRoleHandler.DominantHand
- ViveRole.DefaultPrimaryHandRoleHandler.SetRightDominantAndRefresh()
- ViveRole.DefaultPrimaryHandRoleHandler.SetLeftDominantAndRefresh()
- ViveRole.DefaultPrimaryHandRoleHandler.SwapDominantHandAndRefresh()
-
Bug Fixes
- Fix LiteCoroutine DelayUpdateCall not working in some cases
- Fix RenderModelHook shaderOverride not working
Vive Input Utility v1.13.4
Changes for v1.13.4:
-
Changes
- Add static API to retrieve pinch ray from Wave SDK
- WaveHandTrackingSubmodule.TryGetLeftPinchRay(out Vector3 origin, out Vector3 direction)
- WaveHandTrackingSubmodule.TryGetLeftPinchRay(out Vector3 origin, out Vector3 direction)
- Returns true if the pinch ray is currently valid, that is having valid tracking and the app got input focus
- Add 4 fingers curl & grip button values for Wave tracked hand device
- Change GestureIndexPinch button active threshold from 0.95 to 0.5 for Wave tracked hand device
- Add static API to retrieve pinch ray from Wave SDK
-
Package Changes
- Now support Unity 2018.4 or newer due to the Asset Store publish restriction
- Remove asmdef files from package archive
Vive Input Utility v1.13.2
Changes for v1.13.2:
-
New Features
- Add support for Wave 4.1
- Add support for Vive Hand Tracking 0.10
-
Changes
- Now Grabbable able to be stretch around using 2 grabbers
- Requires enabling "multiple grabbers" option
- Able to scale if min/maxScaleOnStretch set to proper values (min < max)
- Optimize process creating Wave Render Model by reducing redundant instances
- Now Grabbable able to be stretch around using 2 grabbers
-
Bug Fixes
- Fix Grip axis returns joystick value on Oculus controller (Unity XR only)
- Fix ControllerRole doesn't map left hand device correctly
- Fix unable to get Grip/A/B/X/Y button values on Wave controllers (Wave 3.2 only)
Vive Input Utility v1.13.1 Wave 4.0 Update
Changes for v1.13.1:
-
New Features
- Add support for Wave 4.0
- New tracked hand rigs API (Experimental)
- New tooltip framework (Experimental)
-
Known Issue
- Latest Oculus SDK not compatible (controller not recognized)
Vive Input Utility v1.12.2
Changes for v1.12.2:
- New Features
- Add ControllerButtonMask to able to mask out multiple buttin input simultaneously
// return true if right controller trigger or pad button pressed
ViveInput.GetAnyPress(HandRole.RightHand, new ControllerButtonMask(ControllerButton.Trigger, ControllerButton.Pad))
// return true if both right controller trigger and pad button pressed
ViveInput.GetAllPress(HandRole.RightHand, new ControllerButtonMask(ControllerButton.Trigger, ControllerButton.Pad))
- Bug Fixes
- Fix error when Wave Essence RenderModel module is installed
- Fix teleport in wrong height for some device in example 6
Vive Input Utility v1.12.0 Wave XR Update
Changes for v1.12.0:
-
New Features
- Add support for Wave XR Plugin
- VIU Settings will guide you to install plugins from VIVE UPM Registry
- You may need to manually remove legacy Wave VR SDK before installing Wave XR Plugin
- Add support for OpenVR XR Plugin preview4 and above
- Add support for Oculus Link Quest
- Add support for Wave XR Plugin
-
Changes
- Move VIUSettings.asset default path to folder under Assets\VIUSettings\Resources
-
Bug Fixes
- Optimize performance updating define symbols #186
- Fix recommended settings did not skip check for values that are already using recommended value
- Fix compile error when using Oculus Integration Unity Plugin v19 and above
- Fix losing materials in example scenes when Universal Render Pipeline is applied
- Fix GetReferencedAssemblyNameSet() for Unity 2017.3 and 2017.4
- Fix SymbolRequirement.reqAnyMethods validation throwing exception when any argument type not found
- Fix UnityWebRequest.SendWebRequest() in early Unity version (5.4 - 2017.1)
-
Known Issue
- Importing Oculus Integration v19 before upgrading VIU to v1.12.0 will cause compile error and brake VIUSettings.
- Workaround: manually clear the "Scripting Define Symbols" in Player Settings should solve it
- Importing Oculus Integration v19 before upgrading VIU to v1.12.0 will cause compile error and brake VIUSettings.
Vive Input Utility v1.11.0 Unity XR Update
Changes for v1.11.0:
-
New Features
- Add compatibility with Unity 2020.1
- Add support for Unity XR Platform (OpenVR, Oculus, and Windows MR)
- VIU Settings automatically installs proper XR Loader from PackageManager for supported devices
- OpenVR XR Plugin
- Oculus XR Plugin
- Windows XR Plugin
- VIU Settings automatically installs proper XR Loader from PackageManager for supported devices
- Add support for Oculus controller render model (Requires Oculus SDK)
- Add new ControllerButton.DPadCenter & ControllerButton.DPadCenterTouch
- Also change VIUSettings.virtualDPadDeadZone default value from 0.15 to 0.25
- This settings is not available in VIU Settings UI yet, but can be manually modified in HTC.UnityPlugin/ViveInputUtility/Resources/VIUSettings.asset
-
Changes
- Now use relative path when choosing Oculus Android AndroidManifest.xml file with picker (#175)
- Update ControllerManagerSample
- Fix support for StickyGrabbables
- Clean up side cases where updateactivity was needed
- Add more button options for laser pointer
- Fix typo
- Slightly change ColliderEventCaster's behaviour
- Now IColliderEventPressUpHandler will be treggered only if IColliderEventPressDownHandler also implemented
- This is for aligning IPointerUpHandler and IPointerDownHandler behaviour
- Improve Grabbable
- Now BasicGrabbable & StickyGrabbable able to accept more then one grab button
- Add new property primaryGrabButton so it can be specified with VIU ControllerButton
- Obsolete property grabButton and add new property secondaryGrabButton as a substitute
- Note that you must setup ViveColliderEventCaster properly to send the specified grab button event
- Now BasicGrabbable & StickyGrabbable able to accept more then one grab button
- Improve Teleportable
- Now Teleportable able to accept more then one teleport button
- Add new property PrimaryTeleportButton so it can specify with VIU ControllerButton
- Obsolete property teleportButton and add new property SecondaryTeleportButton as a substitute
- Note that you must setup ViveRaycaster properly to send the specified teleport button event
- Add new property TriggeredType
- ButtonUp : perform teleport on button press up (default)
- ButtonDown : perform teleport on button press down
- ButtonClick : perform teleport on button press up only if pointed object when press down/up are the same
- Add new property RotateToHitObjectFront
- When set to true, teleportation will rotate pivot front to hit object front
- Add new property TeleportToHitObjectPivot
- When set to true, teleportation will move pivot to hit object pivot instead of the hit point
- Add new property UseSteamVRFade
- Only works when SteamVR Plugin is installed
- When set to false or SteamVR Plugin is not installed, the teleportation will delay for half of fadeDuration without fading effect
- This provides an option for developer to implement their custom fading effect in the OnBeforeTeleport event
- Add event OnBeforeTeleport(Teleportable src, RaycastResult hitResult, float delay)
- Emit before fade duration start counting down
- Usually delay argument is half of fade duration (0 if fadeDuration is ignored)
- Possible usage is to start custom fading effect in this callback
- Add event OnAfterTeleport(Teleportable src, RaycastResult hitResult, float delay)
- Emit after teleportation is performed
- Add static event OnBeforeAnyTeleport(Teleportable src, RaycastResult hitResult, float delay)
- Static version of OnBeforeTeleport
- Emit before OnBeforeTeleport
- Add static event OnAfterAnyTeleport(Teleportable src, RaycastResult hitResult, float delay)
- Static version of OnAfterTeleport
- Emit before OnAfterTeleport
- Add property AdditionalTeleportRotation
- The rotation value will be multiplied on the target (around pivot) when teleporting
- Possible usage is to set the value (according to other input like pad or joystick direction) in the OnBeforeTeleport callback
- Add method AbortTeleport()
- Cancel the teleportation during fading
- Possible usage is to abort in the OnBeforeTeleport callback to perform a custom teleportation
- Another usage is to interrupt the fade-in effect progress so that the Teleportable able to trigger next teleport event immediatly
- Add new property PrimaryTeleportButton so it can specify with VIU ControllerButton
- Now Teleportable able to accept more then one teleport button
-
Bug Fixes
- Fix left Cosmos controller did not bind button X and Y
- Fix saving of Oculus Android XML path setting (#175)
- Fix applying some recommended settings didn't trigger editor to compile
- Fix "recommended settings" button in VIU Settings disappeared after exiting editor play mode
Vive Input Utility v1.10.7
Changes for v1.10.7:
-
Bug Fix
- Fix device AngularVelocity have zero value when UnityEngineVRModule activated
- Fix showing wrong model when Oculus Quest Controller connected
- Fix SteamVR_Action callback function isn't working when VIU input system is activated
- Fix bumper key isn't working when Vive Cosmos Controller connected
- Fix controller scroll isn't working in WaveVRModule
-
Improvement
- Now support WaveVR SDK new haptic API
- Hide most "field never assigned" warnings for serialized field in MonoBehaviour
- Add static controller model for Valve Index Controller
- Avoid ListPool from ambiguous reference (when Core RP Library installed)
Vive Input Utility v1.10.6
Vive Input Utility v1.10.5
-
Improvement
- Add platform supported define symbols
- Add VIVE Cosmos support
- Add Valve Index support
- Update bindings for Index controller to allow trackpad and thumbstick to work individually
- Add Oculus Quest support
- Add Oculus Rift S support
- Add Unity XR input supports Oculus (Android)
- Update support WaveVR SDK 3.0.2 requires VR Supported
- Add support to WaveVR SDK 3.1
- Add default and custom AndroidManifest path in VIU Settings
- Add custom controller model in Simulator
- Add system input for left Oculus controller (OculusVRModule/UnityNativeModule)
- Reduce Component Menu path (HTC/VIU -> VIU)
- [VIUSettings] Update VIVE to OpenVR
- [VIUSettings] Update VIVE Focus to WaveVR
- [VIUSettings] Update Oculus (Android) to Oculus Android
- [VIUSettings] Update Oculus Rift & Touch to Oculus Desktop
- [VIUSettings] Update Oculus VR SDK download link
- [VIUSettings] Update Oculus Go to Oculus (Android)
-
Bug Fix
- [GoogleVRModule] Fix null exception and no input issue
- [PackageManager] Fix assertion error and null exception
- [VIUSettings] Fix no Oculus (Android) option
- [WaveVRModule] Fix cannot teleport in ControllerManagerSample scene
- [SteamVRInputBinding] Fix partial input bindings for VIVE Tracker
- [SteamVRModule] Fix Override Model bug
- [OculusVRModule] Fix no Axis2D(Touchpad) for Oculus Go controller
- [SteamVRModule] Fix no Cosmos grip button input