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Releases: ViveSoftware/ViveInputUtility-Unity

Vive Input Utility v1.14.0

03 Dec 10:52
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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

07 Sep 05:02
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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
  • Package Changes

Vive Input Utility v1.13.2

06 Jul 04:26
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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
  • 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

13 May 02:04
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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

14 Jan 11:08
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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

11 Aug 15:22
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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
  • 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

Vive Input Utility v1.11.0 Unity XR Update

24 Jun 03:44
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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
    • 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
    • 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
  • 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

10 Dec 05:31
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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

18 Oct 04:24
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Changes for v1.10.6:

  • Bug Fix
    • Fix SteamVR Plugin v2.4.5 incompatibility due to action manifest path changes 5fb6319
    • Fix some Oculus(Android) recommend settings not working in Unity 2019.1 or newer 1c8ebf7

Vive Input Utility v1.10.5

09 Oct 11:41
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  • 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