Replace UltimateXR with HurricaneVR
This commit is contained in:
@@ -0,0 +1,90 @@
|
||||
2.9.2
|
||||
Valve Knuckles Finger tracking now works with XRHands + OpenXR plugin
|
||||
|
||||
|
||||
2.9.1h
|
||||
Grab detection keeps disabled grabbables in the list but marks them as invalid instead of ignoring them completely.
|
||||
CanRemoveGrabbable on sockets will now affect sockets in "grabbable" remove mode.
|
||||
Fixed an issue where physics hands collision might stay disabled after a grab based on device + sdk combination in use.
|
||||
HVRPoseZone will now unpose the hand if the pose zone component is disabled when the hand is in the zone.
|
||||
Hand pose editor fix for Unitys 2023 code changes.
|
||||
Added DistanceGrabbed and DistanceReleased events to the HVRGrabbable component, the released event will pass a boolean indicating a hand grabbed or not.
|
||||
Fix OpenXR Plugin detection
|
||||
|
||||
2.9.1g
|
||||
|
||||
Fixed HVRSocket from being able to grab two objects when GrabsFromHand is enabled.
|
||||
Move HVRPosableGrabPoint initialization to awake instead of start so newly instantiated objects can be grabbed immediately.
|
||||
|
||||
|
||||
2.9.1f
|
||||
|
||||
Fixed HVRStringSocketFilter / HVRStringSocketable filtering pair.
|
||||
Fixed shoulder socket not working when moving forward.
|
||||
|
||||
2.9.1e
|
||||
|
||||
New:
|
||||
|
||||
HVRGrabbable: new overridable function CanHandGrab for grab filtering.
|
||||
HVRHandGrabFilter - abstract base class for modular hand grab filtering
|
||||
HVRGrabHandFilter - new component for hvrgrabbable to limit which hand can grab
|
||||
Example scene updated for grab hand filter
|
||||
|
||||
2.9.1d
|
||||
|
||||
Fix Oculus and WMR menu button bindings for OpenXR
|
||||
Fix HVRCockingHandle to handle initial grab offset better
|
||||
|
||||
2.9.1c - Fixed two hand strength overrides not resetting on release.
|
||||
2.9.1b - Small bug fix in new editor script.
|
||||
|
||||
2.91
|
||||
|
||||
Fixed bug where the grab joint might end up on the wrong game object if the grabbable was a child of the rigidbody.
|
||||
Fixed player controller to take into account the angle of the surface the player is standing on.
|
||||
Fixed bug where child grabbables could be grabbed if their MasterGrabbable was socketed.
|
||||
Added backpack rigs to hexabody integration.
|
||||
|
||||
Hand Strength Updates:
|
||||
JointSettings on the hand and grabbable components are now deprecated, they will continue to work but will be removed in a future update.
|
||||
PDStrength scriptable object is the replacement containing only the fields that are pertinent to the PD Controlled hands.
|
||||
Fields that reference an existing PDStrength asset will display the editor in place for quick editing.
|
||||
The following fields are added to replace the old ones:
|
||||
HVRJointHand.Strength
|
||||
HVRHexaBodyHands.Strength|OneHandedClimbStrength|TwoHandedClimbStrength
|
||||
HVRGrabbable.OneHandStrength|TwoHandStrength
|
||||
Included rig and hand prefabs are updated.
|
||||
|
||||
Teleporter: Momentum is now maintained for the hands and held objects when teleporting.
|
||||
Physics hands now account for teleporter jumping large distances.
|
||||
|
||||
HVRSocketLink:
|
||||
Permanently links a grabbable to a socket with optional return time lerping.
|
||||
Replaces the now deprecated grabbable fields StartingSocket/LinkStartingSocket.
|
||||
Filter setup is not required as the socket will only accept the linked object.
|
||||
Example scene updated with socket example. Backpack on rig prefab updated.
|
||||
|
||||
HVRSocket: all rb properties restored when RemoveRigidbody mode is used.
|
||||
HVRPlayerInputs: ForceGrabber activated options updated with GripAndTrigger, Trigger, GripOrTrigger.
|
||||
HVRHandImpactHaptics: MaxForce used in haptic amplitude calculation will default to the hand's max force value.
|
||||
HVRGunBase: added hit collider, rigidbody, and distance to the arguments passed to the Hit event.
|
||||
HVRStringSocketFilter and HVRStringSocketable updated to hash it's string value for performance.
|
||||
HVRPlayerController:
|
||||
- Added GroundedRadiusFactor which will multiply with the player capsules radius for the grounded sphere cast check.
|
||||
- Horizontal ground movement will take into consideration the angle of the ground the player is on.
|
||||
|
||||
2.9
|
||||
|
||||
Fixed grab indicators showing up even if they were marked disabled on the HVRGrabbable.
|
||||
Fixed issue where CockingHandle would not lock forward if the controller was too far forward of the grab point.
|
||||
|
||||
Added HVRPoseZone: Uses a provided HVRHandPoser to pose the hand when the hand enters the overlap zone.
|
||||
Demo KeyPad updated with a pose zone example.
|
||||
HVRSocket: New 'PoseTag' field which links with HVRSocketable Poses field for saving orientation when socketed.
|
||||
HVRSocketable: New Poses field with inspector interface to help save orientations for different socket types.
|
||||
HVRGunBase: Added Hit event which passes the gun, hitpoint, normal, and direction variables.
|
||||
HVRHandAnimator: Added 'HandOverride' transform field, allows HVRPosableHand component to be on a different component. VRIK IK targets is one example.
|
||||
Bow: Fixed hand collision being re-enabled to early with the arrow.
|
||||
Hand Prefabs: Added trigger collider with HVRHandTrigger component for easy hand detection by other components (HVRPoseZone).
|
||||
Example Shotgun: modified two hand hold strengths to prevent forehand from moving the shotgun backward to easily.
|
||||
Reference in New Issue
Block a user