1403 lines
76 KiB
Plaintext
1403 lines
76 KiB
Plaintext
2.9.2
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Valve Knuckles Finger tracking now works with XRHands + OpenXR plugin
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2.9.1h
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Grab detection keeps disabled grabbables in the list but marks them as invalid instead of ignoring them completely.
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CanRemoveGrabbable on sockets will now affect sockets in "grabbable" remove mode.
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Fixed an issue where physics hands collision might stay disabled after a grab based on device + sdk combination in use.
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HVRPoseZone will now unpose the hand if the pose zone component is disabled when the hand is in the zone.
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Hand pose editor fix for Unitys 2023 code changes.
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Added DistanceGrabbed and DistanceReleased events to the HVRGrabbable component, the released event will pass a boolean indicating a hand grabbed or not.
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Fix OpenXR Plugin detection
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2.9.1g
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Fixed HVRSocket from being able to grab two objects when GrabsFromHand is enabled.
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Move HVRPosableGrabPoint initialization to awake instead of start so newly instantiated objects can be grabbed immediately.
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2.9.1f
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Added Pico device detection for controller offsets.
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Fixed HVRStringSocketFilter / HVRStringSocketable filtering pair.
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Fixed shoulder socket not working when moving forward.
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2.9.1e
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HVRGrabbable: new overridable function CanHandGrab for grab filtering.
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HVRHandGrabFilter - abstract base class for modular hand grab filtering
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HVRGrabHandFilter - new component for hvrgrabbable to limit which hand can grab
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Example scene updated for grab hand filter
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2.9.1
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Fixed bug where the grab joint might end up on the wrong game object if the grabbable was a child of the rigidbody.
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Fixed player controller to take into account the angle of the surface the player is standing on.
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Fixed bug where child grabbables could be grabbed if their MasterGrabbable was socketed.
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Added backpack rigs to hexabody integration.
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Fix Oculus and WMR menu button bindings for OpenXR
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Fix HVRCockingHandle to handle initial grab offset better
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Hand Strength Updates:
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JointSettings on the hand and grabbable components are now deprecated, they will continue to work but will be removed in a future update.
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PDStrength scriptable object is the replacement containing only the fields that are pertinent to the PD Controlled hands.
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Fields that reference an existing PDStrength asset will display the editor in place for quick editing.
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The following fields are added to replace the old ones:
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HVRJointHand.Strength
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HVRHexaBodyHands.Strength|OneHandedClimbStrength|TwoHandedClimbStrength
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HVRGrabbable.OneHandStrength|TwoHandStrength
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Included rig and hand prefabs are updated.
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Teleporter: Momentum is now maintained for the hands and held objects when teleporting.
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Physics hands now account for teleporter jumping large distances.
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HVRSocketLink:
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Permanently links a grabbable to a socket with optional return time lerping.
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Replaces the now deprecated grabbable fields StartingSocket/LinkStartingSocket.
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Filter setup is not required as the socket will only accept the linked object.
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Example scene updated with socket example. Backpack on rig prefab updated.
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HVRSocket: all rb properties restored when RemoveRigidbody mode is used.
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HVRPlayerInputs: ForceGrabber activated options updated with GripAndTrigger, Trigger, GripOrTrigger.
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HVRHandImpactHaptics: MaxForce used in haptic amplitude calculation will default to the hand's max force value.
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HVRGunBase: added hit collider, rigidbody, and distance to the arguments passed to the Hit event.
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HVRStringSocketFilter and HVRStringSocketable updated to hash it's string value for performance.
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HVRPlayerController:
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- Added GroundedRadiusFactor which will multiply with the player capsules radius for the grounded sphere cast check.
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- Horizontal ground movement will take into consideration the angle of the ground the player is on.
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2.9
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Fixed grab indicators showing up even if they were marked disabled on the HVRGrabbable.
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Fixed issue where CockingHandle would not lock forward if the controller was too far forward of the grab point.
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Added HVRPoseZone: Uses a provided HVRHandPoser to pose the hand when the hand enters the overlap zone.
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Demo KeyPad updated with a pose zone example.
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HVRSocket: New 'PoseTag' field which links with HVRSocketable Poses field for saving orientation when socketed.
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HVRSocketable: New Poses field with inspector interface to help save orientations for different socket types.
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HVRGunBase: Added Hit event which passes the gun, hitpoint, normal, and direction variables.
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HVRHandAnimator: Added 'HandOverride' transform field, allows HVRPosableHand component to be on a different component. VRIK IK targets is one example.
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Bow: Fixed hand collision being re-enabled to early with the arrow.
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Hand Prefabs: Added trigger collider with HVRHandTrigger component for easy hand detection by other components (HVRPoseZone).
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Example Shotgun: modified two hand hold strengths to prevent forehand from moving the shotgun backward to easily.
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2.8.7-2.8.8
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Fixed hands ignoring collision with each other on the tech demo rig.
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Fixed knuckles controllers grip hand animation when using OpenXR.
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Fixed physics door not checking if second handle exists.
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Fixed socketable throwing null error if instantiated and socketed in the same frame.
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Fixed Camera Rig ignoring debug setting for up/down arrow if only the new input system was enabled.
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Removed RemainsKinematic from HVRGrabbable and snapshotting/restoring of IsKinematic during the grab procedure. Users should use
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grabbed and released events for this from now on for full control of this field without framework interference.
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Auto Posing in editor mode randomly has issues when colliders are attached to a rigidbody, the hand poser editor will warn users of this now.
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2.8.6
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Fixed wheel collider line of sight check and dynamic pose
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Fixed bug where force pull would not re-enable collision with the hand if dropped before it reached the hand.
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Fixed IsBeingForcedGrabbed not being set to false on a successfull force pull to the hand.
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Fixed HVRPhysicsDoor joint anchor not being set to zero sometimes
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Fixed null coroutine error on HVRGrabbable if object was disabled prior to being released.
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Fixed obsolete api call in hand poser editor in 2021.2 and up.
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HVRPhysicsDoor upgraded to allow two door handles. Example scene swinging door updated with two separate handles. Web Docs updated.
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Custom Hand Setup Wizard completed with tutorial in the web docs.
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Virtualized HVRUIPointer methods.
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Hand Posing now only works in scene view, prefab mode has issues when posing, a warning will display to alert the user.
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Added new demo scene showing how to use hand animation parameters - 'scene_hand_squeeze'
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Added commentary and tooltips to several helper components that were missing them.
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2.8.5
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Fixed an issue where socketed objects would scale differently based on it's rotation prior to being socketed due to AABB sizing.
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Fixed trigger colliders being deleted on the ClonedHandModel process.
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CloneHandModel defaulted to false on included hand prefabs as ParentHandModel is defaulted to false on new grabbable objects.
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2.8.4
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Fixed an issue with the version update check logic that was refreshing the asset database after compiles.
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Distance Grab Updates:
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Force Pull logic re-worked using kinematics that takes into account mass, gravity, and hand velocity.
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Force Pull Settings updated with Max Acceleration Force, Max Speed, Damping speed parameters to control behaviour.
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Hand Grab "Pull" sequence is improved and should be smoother, especially after a distance grab is executed.
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HVRGrabbable : Added 'BreakDistanceSource' [NoDistanceCheck, Hand, Controller] to control the distance check against the object, or to prevent dropping from distance altogether.
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2.8.3.1
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OpenXR - added package check and update helper if 1.3 and higher version isn't detected.
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VRIK Setup - fix IK solve at setup end when avatar spine isn't using normal forward / right vectors.
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Adjust force grab default max force (was too strong for hexabody)
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2.8.3
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Fixed GC alloc in the socket detection
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HVRControllerOffset will smoothly move / rotate to the grab points offset value instead of immediately snapping.
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Tweaked force grabber to bring the object closer to the hand before the hand takes over.
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Updated Hand Setup Wizard instructions to be more clear.
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2.8.2
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Fix HVRStabber when the tip / base transforms aren't directly a child of the stabber
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Fix HVRTeleporter capsule overlap check math that was failing at small capsule sizes.
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Fix grabbing when the hand was set to toggle grab mode but the grabbable was set to Active mode.
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Improved post teleport hand / held object positioning if the user rotated the player to a new direction.
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HVRSocket - scale grabbable defaulted to false
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Added basic EmeraldAI (v3) integration scene
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HVRSettings - new DisableHaptics toggle
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HVRPhysicsDial - fixed anchor to start at 0,0,0
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2.8.1
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Fix Hexa Integration with 2.8 changes
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2.8
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Fixed socket container grabber (example scene chest uses this)
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Fixed impact component when rigidbody is missing
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Fixed socket hover scale not completely hitting it's target scale size.
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Fixed post teleport grabbable dropping due to the break distance check triggering
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Fixed hand rotation post manual teleport
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Fixed hand animator bug where finger curls were not properly applied to secondary poses.
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Fixed hand animator to respect individual blend pose speeds.
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Fixed gravity gloves adding Y force after a auto catch.
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Fixed bug in custom hand setup wizard if hand didn't have tip transforms already.
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Greatly improved post teleport collision handling
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Improved post collision sweep after hand max distance reached
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HandPoser blends with Speed of 0 will immediately lerp and not use smoothing to the target pose.
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Demo SMG and Pistol trigger poses updated with speed of 0.
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Suggested default MaxAngularSpeed reduced to 30.
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HVRStabber Optimized GC allocation by caching stabbable colliders on start for reuse
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HVRHandGrabber
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Pusher [Box Collider] & PushoutTime [float] : optional box collider (generated automatically if not supplied) that will grow from zero to max size over PushoutTime.
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Used when Hand goes to retrieve an object to ensure the hand doesn't get stuck in collision geometry.
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Used after overlap clearance with a dropped object times out and is still overlapping to push the stuck object out of the hand.
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Used after release if collisions were disabled on the hand while holding an object.
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Users can start the push sequence by calling StartPushing if desired.
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Pull Sequence Changes:
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If pulling a grabbed object to the hand times out while trying to orient to the pose position, the hand will go retrieve
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the object if the remaining angle difference is greater than "Move Threshold". This should help prevent objects getting stuck
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when the fixed joint is created with the hand.
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HVRSocket: InstantHandPose: If true, the removed object will instantly be orienated based on it's pose. Large sockets in demo scene enabled.
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HVRGrabbable:
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OverrideMaxDistanceBehaviour & MaxDistanceBehaviour to override what happens after the hand gets to far from the controller.
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LinkedGrabbables: additional grabbables that might be on the same rigidbody to consider it a two hand grab.
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GrabBehaviour: override the Hand's "Pull or Hand Grab's" behaviour. (Default, PullToHand, HandRetrieves)
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FinalJointMaxAngle defaulted to 15.
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FinalJointTimeout defaulted to .25 seconds.
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2.7.1.1
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Fix Gravity Gloves to rotate object to pose rotation correctly.
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Fix physics hand assuming HVRTeleporter exists.
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Fix physics bow nock stretching beyond joint limits.
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Fix rigs that use oculus custom hand models.
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2.7.1
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Distance Grab line of sight fields moved to the HVRForceGrabber component from the HVRForceGrabberBag
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Layer mask for line of sight will use the Hand Grabber field by default for simplicity, can be overriden on the HVRForceGrabber component.
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VRIK Automation Tool now ready for use.
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HVRGrabbable - linked socket setter made public.
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Fixed HexaV4 Integration Rig misssing pelvis collider material.
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HVRInputManager - will now just warn if GrabHaptics is not supplied, and will not auto create default settings.
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2.7
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Fixed an issue with the input manager where OVRInputs wouldn't work if the controller connected late.
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Fixed an issue where sockets with overlapping triggers would infinitely grab the socket out of it's neighbor.
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HVRGrabbable - OriginalCollisionMode, WasGravity, Was Kinematic setters set to public so they can be modified by user while grabbed.
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Barebones Scene - added OpenXR Rig variant.
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Tweaked hand inertia tensor and default wrist strength.
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Haptics Updates:
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Haptics fields removed from HVRForceGrabber and HVRHandGrabber and moved to HVRGrabHaptics scriptable object that can be set on the HVRInputManager
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InputSystem Controller updated for OpenXR 1.3 where they finally updated full haptic functionality including the frequency field.
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HVRGunBase: Added HVRGunHaptics Scriptable Object and HapticsGrabbable field that let's you decide which other grabbable on the gun will vibrate the hand holding it.
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Example prefabs updated with new haptic components.
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HVRGrabbableImpactHaptics & HVRHandImpactHaptics - adds collision haptics to grabbable and the physics hands. Uses HVRImpactHaptics scriptable object for haptics settings.
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HVRInputManager - Updated with HVRGrabHaptics settings reference.
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New Scriptable Objects:
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HVRImpactHaptics:
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Timeout : time before another haptic vibration is allowed since the last.
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Sqr Mag Threshold : post collision velocity threshold required to vibrate.
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Amp Curve: animation curve used to scale haptic amplitude by collision force.
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Max Force: Collision force is divided by this value and fed into the amp curve.
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Duration: Haptic Duration
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Frequency: Haptic Frequency
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HVRGunHaptics:
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DryFire: haptic when pulling trigger with empty gun.
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Fire: when the gun shoots.
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Trigger Released: when trigger drops below pull threshold.
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Trigger Squeezed: constant haptics while trigger is being pulled.
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Cocking Handle Eject: when eject threshold is met.
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Cocking Handle Chambered Round: when chambered round threshold hit.
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Cocking Handle Released: when cocking handle is released.
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Ammo Socketed: when a magazine enters the mag socket.
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Ammo Socket Released: when mag socket releases it's object.
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HVRGrabHaptics:
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Hand Grab: when hand joint attaches
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Hand Release: when dropping object
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Hand Hover: when hand hovers and object
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Force Grab: when force grabber starts grabbing
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Force Hover: when force grabber hovers
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2.6
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Major improvements to dynamic pose grabbing:
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- When force grabbing the palm will align towards the collider to help prevent finger overlap.
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- Dynamic grab now works with the "Hand Grabs" feature where the hand can move to the object.
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- Fingers now smoothly bend to their dynamic pose instead of snapping immediately
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- Grabbable objects now smoothly come into the hand instead of snapping immediately
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Hand Pose Editor:
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- Updated to show the bone gizmos while preview hands are active, even if another object is selected.
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- Issues with gizmos not showing up when more than one inspector is open should be fixed.
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New VRIK Setup Window - tutorial to follow
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New Custom Hand Setup Window - tutorial to follow
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HVRHandGrabber:
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- CloneHandModel will no longer clone the skinned mesh renderer, it will instead create an invisible hand clone for collision purposes only leaving the original intact without colliders.
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- Tweaked default throwing velocity factors on tech demo hands.
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- Fixed layer reset after a dynamic grab when all collider layers weren't the same to begin with.
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- DynamicPoseIndicatorMode - chose behaviour of grab indicators when dynamic posing would occur: (None, Transform Position, Palm Position)
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- DynamicPoseIndicator - grab indicator override when hovering with dynamic posing
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- Hand Collision with a released object will re-enable immediately for objects without a rigidbody, or a rigidbody that's kinematic.
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- Fixed an issue where BreakDistance was checking too early before the grab joint was made.
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- Grip grab being active will prevent Hovering a grabbable.
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HVRGrabbable:
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- ParentHandModel now defaulted to false
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- RigidBody can now be assigned, useful for compound objects like guns with secondary holds.
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- AutoApplying Grabbable layer will now stop recursing down the tree if another HVRGrabbable is found, and will be performed in Start instead of Awake.
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- SetupColliders() made public for users who add colliders after start to the object can reset the known collider list.
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- Colliders / AdditionalIgnoreColliders changed to lists instead of arrays for runtime modification.
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- RequireOverlapClearance defaulted to false
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- OverlapTimeout lowered to .20
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HVRPosableGrabPoint: Add Check Distance and MaxDistance fields which which can invalidate grab points based on pose to hand distance.
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HVRStabber: Now checks if HVRStabbable component is enabled or not, allowing you to disable stabbing of certain objects dynamically.
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HVRScreenFade: FadeStart / FadeEnd events
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SFXPlayer: code using the singleton updated to check it's existence first.
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Example scene Demo UI updated with a Pause example.
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Gun Example prefabs are updated to use just one RigidBody, stabilizer / pump grabbables now use the main rigidbody for jointing.
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Gun Creator updated to only use one grabbable RigidBody instead of two with a joint.
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2.5.1.2
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Fixed grounded check that was affecting jumping on the Character Controller.
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Fixed dynamic poser when palm forcefully faces towards the object and ParentHandModel is enabled on the grabbable.
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Improved dynamic posing when distance grabbing, the palm will face the object before grabbing.
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2.5.1.1
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Bug fix for auto posing when using the hand poser editor not working sometimes.
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2.5.1
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Fixed OpenXR Rig prefabs to use the v1.0.2 InputSystem bindings that were broken due to v1.1.1 Unity changes...
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Fixed issue when teleporting while holding an object without colliders.
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Greatly improved the post teleport collision safety check of the hand and held object.
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Example scene demo code that references player components will locate the first rig that is active in the scene.
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FinalIK demo scene and rig upgraded with teleport collision handling, hand indicators, UI example.
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Hexa Integration Updated for the latest HexaBody release which includes hand stuck detection and handling, if you updated HexaBody to the latest, this will need to be re-extracted.
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Hexa Integration Updated with OpenXR prefab.
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HVRJointHand -
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Upgrade with a optional anchor transform and arm length, if provided the physics hands will have their reach limited when chasing the controller
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with distance checks starting from the anchor. Very useful when using full body such as VRIK.
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Improved hand stuck and max distance reached behaviours:
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-Held objects prevent hand return.
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-Held object released prior to return.
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-(Default) "HandSweep", hand safely starts at the desired reset point and goes toward the controller until collides, even with held objects.
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2.5
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Fixed default index finger curl weight to account for controllers without trigger touch.
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Fixed an issue with grab point's that limited which hand could grab it would allow it anyway when there were multiple grab points in the same group.
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Force Grabber:
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Any amount of grab points can be hit instead of one. If the grab point allows, the closest by position and rotation will be used.
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GrabPoser: Pose animated while an object is being force grabbed.
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HoverPoser: Pose animated while the force grabber is hovering over a grabbable.
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Hand Grabber:
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ApplyHandLayer: optionally applies default hand layer on start, defaulted to true.
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GrabPoser: Pose animated while an object is being force grabbed.
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HoverPoser: Pose animated while hovering.
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New Grab(grabbable, grabTrigger, grabPoint) Method: For use with objects with poses assigned, will automatically bring the object to the correct orientation relative to the hand.
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HVRJointSettings - Updated to allow Position, Rotation, or Position and Rotation drives to be assigned.
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HVRPlayerController - Optional NeckPivot transform, if supplied will control HMD -> Player movement. Default rig updated with neck pivot camera child.
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HVRTeleporter: New Teleport(position, direction) method to manually teleport the player in code, handling held objects and collision after. Demo scene updated with example usage.
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HVRGrabbable - SocketGrabPoints field can be populated to limit what pose will be used, if empty all poses are valid.
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HVRPosableHand and HVRPosableGrabPoint - added PoserIndex which will allow objects to have grab points that can be grabbed by different hand rigs.
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HVRGrabPointSwapper - updated to handle multiple Posable Hand Indices.
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HVRDamageHandler: Added HandleRayCastHit(HVRDamageProvider damageProvider, RaycastHit hit)
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HVRCameraRig: Added SaveCalibrationHeight option that is useful for rapid debugging without having to manually calibrate in game.
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Default hand strength has been adjusted to be more responsive, with a more realistic max force value.
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HexaBody Integration - updated to match latest HexaBody asset update for hand responsiveness when turning.
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Examples Updates:
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-TechDemoRig updated with force and hand grabber hover / grab poses.
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-Code driven grabbing of object which handles pose orientation and (mostly) post grab collision detection.
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-Code driven teleporting of player and held object to a position and facing specified direction.
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-Demo Weapons have had their grip hand strength settings removed and recoil values have been adjusted.
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Up Recoil position moved further forward to cause rotational torque instead of upward force.
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-HVRGrabbable SocketGrabPoints example
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-Holster scale size set to 1.7
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FinalIK integration updated with animation legs from the latest FinalIK version.
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Added OpenXR Variant of the TechDemoRig with input system tracked drivers.
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Mjolnir has received a major buff.
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2.4.7
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Fixed spam from strength settings being applied all the time.
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2.4.6 Updates
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New Example scene:
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Updated holsters which allow the knife / pistol in
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Added climbing, gun range, Auto collecting chest for socketables
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Default poser hands updated to the new human hands
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HVRControllerOffset: Added Teleport transform field which you can supply the transform that is used to determine the teleport line direction. Rig prefabs updated.
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Grab point offsets will be inversely applied to the teleport transform so that holding a rotation offset grabpoint will no longer affect the teleport line direction.
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2.4.5 <
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Set execution order of the physics hands to be after the player controller to smooth out hand movements when starting and stopping quickly.
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Fixed Hexa integration keyboard checks when using both input systems.
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Revert changes caused by v1.1.1 of Unity input system update to mitigate compilation errors.
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Reapply finger curls to all blend states if they are enabled.
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Added support for Unity Input System keyboard / mouse debug buttons that were previously old input system only.
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Player Controller initial HMD check is improved, optional param "InitialHMDAdjustment", and doesn't prevent the Update loop from executing if HMD is not detected.
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Fixed HVRGrabPointSwapper for FinalIK, bad position offset while swapping, smoothed out rotation.
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Fixed LineGrab hand rotation issue when LineInitialCanRotate was false.
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Release 2.4
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****Update Warning***
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Prior to updating your project, Delete the /HurricaneVR/Framework/Shared folder.
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After importing the update, any integrations used will need to be re-extracted.
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Fixed issue where FullStab would be invoked when the stabber was exiting the stabbable.
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Stabber / Stabbable Stabbed event signature changed.
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Demo scene updated with stabbing system demonstration.
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HexaBodyVR Integration updated with support for the new HexaBodyV4 release.
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New HVRGrabPointSwapper - cycle through any number of defined grabpoints. Placed on HVRGrabbable object.
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CombatKnife added to the new demo scene with this feature.
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References to "WMRWithButtons" replaced with ReverbG2
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HVRHandAnimator:
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Completely reworked to allow smooth movement into and out of every pose. Speed is determined by the primary pose speed value.
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Float driven blend poses no longer smooth lerp, they take affect immediately. IE grip / trigger pull etc.
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Eliminated GC allocation caused when swapping out hand poses.
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Controller Offsets:
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Due to controller offsets not being consistent between Unity, SteamVR, and OpenXR a new Scriptable Object "HVRControllerOffsets" is added.
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Each major device has customizable position and rotation offsets per Input Plugin.
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HVRInputManager - Added "ControllerOffsets" field referencing the new SO. HVRGlobal prefab is updated with a default offset file.
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Offset fields have been removed from the HVRInputSettings scriptable object.
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Default OpenXR offsets are based on the Pointer / Aim poses.
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Finger Curl Settings:
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The HVRFingerSettings Scriptable Object has been re-worked to have per finger weights for each of the capactive touch buttons as well as grip / trigger values.
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This will allow you to modify the influence of each button on each finger without having to make code changes.
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Knuckles finger tracking can optionally be ignored to use the Grip values like other controllers, useful for OpenXR as finger tracking is not yet implemented there.
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HVRGlobal prefab HVRInputManager component is updated with a new default reference.
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Input Changes:
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Added GripForce to HVRController for Valve Knuckles which is populated from updated SteamVR and OpenXR bindings.
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HVRInputSettings / HVRController - updated to allow Grip and Trigger buttons to have an optional release threshold which can be greater or lower than the activation threshold.
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Knuckles SteamVR bindings are updated to read the Grip and GripForce values.
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Knuckles HVRInputSettings default Grip button setting has been changed to Analog with Threshold > .95 and Release < .6.
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OpenXR Controller Setup:
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New HVRTrackedPoseDriver component, can be added to the controller transforms and will automatically make use of included controller pose bindings.
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Release 2.31
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Fixed HVRPhysicsButton sometimes having a non zero anchor.
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HVRPosableGrabPoint:
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OneHandOnly - if true only one hand can hold the grab point
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LineInitialCanReposition - if false the hand will grab where the pose is defined for line grabs
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LineInitialCanRotate - if false the hand will be oriented where the pose is defined for line grabs
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Tech Demo Examples Scene:
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Added Grab Point Examples for Line Grab, OneHandOnly, Groups, LeftHand / RightHand only grabs, Hand rotation offset
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Release 2.3
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Fixed critical issue with teleporting where the left hand would move incorrectly.
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Fixed backpack socket on new tech demo rig.
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Fixed pose helper window for smaller screens by adding scrollview.
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Fixed an issue where socketed objects with sockets would affect choosing a closer socket.
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Fixed ammo count on HVRAmmo from not being public
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HVRSocketBag - added DistanceSource transform field which allows users to override where distances checks start on their hands for socket detection.
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Line Grabbing:
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Disabling LineCanRotate will now align the initial grab with the defined pose rotation in addition to preventing rotation when only holding trigger.
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Line Grabs no longer need to be aligned with the up vector of the physics hand, any orientation of the line is now allowed.
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Added LineFreeRotation (bool) to HVRPosableGrabPoint : if set to true the hand will always rotate freely about the defined line axis.
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Socket Filter Updates:
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Added new Scriptable Object "HVRSocketableTags" - user can define up to 32 tags in this scriptable object without programming experience.
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Tags can be assigned to HVRTagSocketable and HVRTagSocketFilter which will cause a drop down to present itself for tag selection.
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Bitmasking is used to maintain efficient socket filtering.
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HVRSettings added "DefaultSocketableTags" - user can assign the default tag scriptable object that will auto populate in new filters / socketables when the component is added.
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New Demo Scenes updated to use this new tag filter system.
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HVRInputModule : Added MaxDistance field which allows the UIPointer to only take affect within that distance to the canvas.
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HVRPosableGrabPoint:
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Added Group field (int), grab points close to each other should assign to the same group, then pose rotation checks will be more effective
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on larger objects with multiple grab points that are further apart.
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HVRHandGrabber:
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New BreakDistanceReached event
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HexaBody Integration Player:
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Performed surgery on the shoulder transforms, should be in the right place now
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Fixed missing hand rigidbody references which are required to add the arm length limit joint
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Release 2.2
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Hands should not longer have an offset if you disable and re-enable the player.
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Oculus Hand open / fist default poses offset to be closer to where they should be.
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Dynamic Posing when force grabbing is significantly improved.
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Dynamic Posing improved when the palm isn't directly facing the object.
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Default wrist strength has been damped a bit more as the current defaults are too under damped.
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Skinned Mesh Renderers can now be socketed when scaling is enabled on the socket by providing a custom bounds box collider.
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HVRTeleportCollisonHandler updated with stuck and unstuck events so users can know when objects are stuck in geometry after teleporting.
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Removed emit testing keyboard code in HVRPooledEmitter
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Fixed Vive input mappings for menu / track pad with the included input system map.
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Fixed OpenXR Input System Wrapper when Domain reloading is disabled.
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HVRSocketable: added new field "ScaleOverride" - BoxCollider that will be used to set a custom bounding box for scaling in the socket.
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-If the field is not populated, the default behaviour of using the mesh renderer bounds will be used.
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-The Tech Demo Bow which is a Skinned Mesh Renderer has been updated to support socketing into the large example slots to provide an example.
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VRIK Integration:
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Updated package with teleport handling component. Rig avatar is moved onto the player controller to support
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jumping and climbing in the example scene.
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Pilot prefab updated to work with the new vrik pose mirroring code from v2.1
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Release 2.1
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Teleporting:
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HVRTeleportCollisionHandler: Will attempt to prevent hand and held objects from being stuck inside defined collision layers after teleporting.
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Teleport handling code for moving held objects with the player in HVRPlayerController has been removed and moved to this component.
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AfterTeleportOptions:
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TeleportDefault - does nothing
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BoundingBoxSweep - bounding box of grabbable colliders will be used to detect overlap after teleport.
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DisableCollision - grabbable object collision is disabled and hand cannot drop object until clear.
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New HVRTeleportOptions component that can bee added to grabbable objects.
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BeforeTeleportOptions: optionally block teleporting, or to force a release of the object pre teleport.
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AfterTeleportOptions: per grabbable override of collision handler options.
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TeleportDefault - uses HVRTeleportCollisionHandler setting
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Rig prefabs have been updated with the new component.
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HVRHandPoser - VRIK hand position / rotation mirroring is now supported for standard rigs and can be enabled / disabled on HVRSettings:IKHandMirroring.
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Non standard rigs such as the VRIK Pilot require additional "Match Rotation" settings, setup on the HVRPosableHand component, see the Pilot poser prefab
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as an example.
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HVRHandPoserEditor - updated to handle deprecated onSelectionChanged method in the latest Unity versions.
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New Tech Demo Guns and Gun Creator:
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If you created guns using the new gun editor you will want to re-enable gravity on the stabilizer grabbable rigidbody.
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The Gun Editor has been updated to not disable gravity on newly created guns.
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Stabilizer grabbables on the example gun prefabs have had gravity re-enabled on them
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HVRPosableGrabPoint:
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Fixed a hand offset issue when IsJointAnchor was checked.
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HexaBody Integration - fixed missing easy collider creator hulls on the elevator locker object
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Release 2.0.5
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Fixed an issue with the teleporter which was causing the physics hands to jump after teleporting when Update / Fixed are out of sync.
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Updated Oculus Integration rig for previous CameraRig calibration release
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Release 2.0.4
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Removed CCBY attribution models due to Unity no longer allowing them to be included in the asset.
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Due to this the vanilla example scene no longer has the old dagger / sword / m4a1 / pistol / shotgun / hammer.
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Refer to the new Tech Demo scene for gun, sword, and hammer examples.
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The FinalIK and HexaBodyVR integrations are updated to handle this change.
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Release 2.0.3
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-HVRGunBase OnHit method is now overridable
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-Fixed garbage being allocated by the HVRStabTracker component
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-Optimized velocity tracking code in HVRGrabbable
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-Fixed some GC allocation in HVRHandAnimator:ApplyBlend function
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-Fixed HVRCameraRig default scale value to 1 which was affect crouch until a manual calibration occured.
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-HVRCameraRig CalibrateHeightOnStart will now wait for Camera movement before calibrating
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-HVRPhysicsButton press check will use distance along axis instead of only distance to prevent button presses from unstable joints
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HexaBody Integration
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New tech demo scene with some bw style puzzling and parkour, world's tallest slippery slide, smooth elevator, settings and calibration UI, and gravity suction cups!
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Requires the TechDemo assets from HurricaneVR.
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Release 2.0.2
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-Fixed Gun Creator Editor not setting magazine grag / hover eject colliders as a trigger
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-Fixed Gun Creator to add the eject direction transform and link to magazine socket field for eject animation direction
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-Fixed Bullet Trail Line Renderer to be behind and not in front of the transform
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Release 2.0.1
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Fixed up Pump Shotgun prefab to behave a little more like a shotgun when it comes to ejecting shells
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Fixed an issue with the door where it wouldn't require handle rotation after being unlocked the first time
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TechDemo Scene Updated with UI for Locomotion Options and Sit / Stand and Height Calibration demonstration
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SteamVRController now use haptics action for playing haptics instead of legacy XR which might not work in build mode for steam devices.
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New Sitting / Standing Mode Enhancements
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HVRCameraRig:
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-CameraScale : Transform field for scaling when in Standing Mode, the camera and tracked controller transforms should become a child of this transform
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-PlayerHeight : The height of the virtual player to base camera offsets and scaling from
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-SitStanding : Enum with 3 modes
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Sitting: Height Calibration will boost the Camera to this height
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Standing: Height Calibration will scale the 'CameraScale' transform based on the 'PlayerHeight' and Camera Height at time of calibration.
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PlayerHeight: will behave has normal with no scaling or camera offsetting.
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Rig prefabs updated with CameraScale transform setup
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Release 2.0.0
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Fixes:
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-Hands should no longer try to reach world 0,0,0 upon start, which might happen the further the player starts from 0,0,0
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-HVRDestroyListener component that is added to a grab point on grab should now be properly destroyed upon release
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-Hot fix for a interpolation bug in Unity where parenting a kinematic rigidbody with interpolate on would cause the object to not follow the parent accurately
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-Fixed a bug in the hexabody physics hand integration where grabbing the same climbable object with both hands and then releasing one would reset the hand strength
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when the climbing hand strength should remain active while held.
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-Fixed and issue where buttons on scroll view could not be clicked when using the included UI Input Module.
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-SFXPlayer : no longer changes the name of the pooled audio source to the sfx clip it's playing by default as using gameobject.name allocates garbage.
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-HVRTriggerGrabbableBag : updated to use TryGetComponent to reduce garbage allocation while in editor mode.
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-HVRGrabbableBag: no longer listens for grabbable destroy events to save unnessecary garbage allocation.
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-TeleportMarker fbx moved from samples to framework/models, prefab updated to use new fbx file
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-Teleport laser line should not long jitter
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New Escape Room style Tech Demo Scene included with all new models, textures, and sfx that you can use in your games if you wish.
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-Physics door example with SFX
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-Rotation tracker examples
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-Physics drawer examples with SFX
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-New weapon examples
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-Physics button examples with events
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-Socket examples with events
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-Joint rotation limiter > 180 degrees example
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New Gun Components:
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-The old gun components are now deprecated and will no longer receive updates and will be removed in a future update.
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HVRGunBase: new base component for guns to derive from.
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HVRCockingHandle: handles reciprocating, non reciprocating, and pump shotgun style cocking handles.
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HVRAutoDropMagazine: HVRSocket extension used to remove magazine from the gun when a new magazine is near.
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HVRGrabMagazine: dummy grabbable used to grab a magazine from a gun cleanly, helpful to give non input options to remove a magazine.
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HVRMagazineSocket: specialized socket used to animate the loading and ejection of magazines.
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HVRGunEmmiterBase : new base component for emitting bullets and casings
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HVRPooledEmitter: Object pool emitter for bullets and casings
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HVRShotgun : new class for new gun system
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HVRBulletEmitter: emits bullet prefabs that remain in the world
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HVRTriggerAnimator : animates the trigger based on trigger pull amount
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HVRGunBolt : animated gun part
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New Gun Editor Window:
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New Editor window that will take a template gun prefab and create all of the necessary objects and components and link them together for you.
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New Components:
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HVRRigidbodyLocker: helps lock joints into position and rotation on locked axis
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HVRRotationSFX: can use HVRRotationTracker to play sfx based on angle changes
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Layers:
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LeftTarget and RightTarget have been collapsed into a single layer 'DynamicPose', the position of this layer does not matter, nor does it require any
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consideration in the collision matrix or for line of sight checks.
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Be sure to add this layer after updating. The layer setup helper tool will replace this for you.
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The layer helper tool will now pop up a message box with a report of the layer setup process.
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Teleporting Updates: (Default Rig prefabs updated) Users that modified the teleport will need to revisit and setup the teleport marker.
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-HVRTeleporter re-written with subclassing in mind.
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-New Bezier Line Curve option
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-Max teleport angle option to limit height
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-Optional Destination line of sight checks
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-Optional line of sight to teleport line origin check
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-Optional drop distance check
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-Optional jump distance check
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-TeleportableLayers field to define layers that you can teleport onto
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-Valid / Invalid colors of the line renderer now set in the inspector
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-Capsule field added for non character controller based checks.
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-Added HVRTeleportMarkerBase and HVRTeleportMarker components for custom destination markers.
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-Added HVRInvalidTeleport component that can be added to gameobjects to disallow teleporting
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-HVRPlayerController added 'DirectionStyle' to control the player direction with Camera, LeftController, or RightController
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-HVRHandPoser: animation parameter changed to text field instead of drop down populated from HVRSettings
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-HVRPhysicsDoor: added sfx for closing and opening
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-HVRPhysicsDrawer : added sfx for closing and opening
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-HVRHandGrabber : default throw bonus factor set to 0 from 1
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-HVRGrabbable : default angular to linear throw factor set to 0 from 1
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Release 1.99
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-HVRGrabbable - removed scale warning for now.
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-HVRGlobal prefab updated with required components, including SFXPlayer, updated main examples scenes to use it (not integration packages).
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-HVRSocket
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- set grabbable local offsets a frame after when using RemoveRigidbody socketing as the rigidbody might move one more time this cycle.
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- 'RemoveRigidbody' mode no longer requires the socket to have a rigidbody
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-HVRPosableGrabPoint
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-JointOffset Renamed to HandRotationOffset. This rotation offset will no longer be applied to the hand to object joint, but will instead offset
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the controller tracking target when this grab point is held. Existing users of this field will probably need to adjust their offsets.
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-Added HandPositionOffset - positional offset to apply to the controller tracking when held.
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-HVRHandgrabber - added ControllerOffset field (HVRControllerOffset), auto populated from the 'TrackedController' field if that is populated.
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-HVRControllerOffset
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- updated to manage the additional offsets provided by grab points.
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- Added SetMiscPositionOffset(position, rotation) method which will let you further offset the controller tracking at runtime if desired.
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Release 1.98
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-Fixed "full" log spam when releasing objects
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-Fixed an issue where grabbable rigidbody collision detection mode would not revert to pre grab state if the object was grabbed within 10 seconds of release
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-Fixed an issue where HVRPlayerController - MovementEnabled set to false would prevent gravity from taking affect.
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-HVRTimeManager will no longer set all rigidbodies in the scene to interpolate when time step smoothing is disabled.
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-HVRGrabbable Rigidbody property is made public
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-HVRStabber - added ForceUnstab method.
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-HVRStabber - added 'IgnoreVelocityCheck' field. If true will ignore stabbable velocity requirement for stab entry.
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-HVRPlayerController - CameraRig XZ now offset by the initial HMD position on start to keep the player in it's intended position
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-HVRPlayerController - Climbing movement is now clamped to max distance of either left or right hand when two handed climbing.
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-HVRSocketContainer - virtualized methods
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-HVRHandAnimator - added FingerCurlsSource public property to set the source of finger tracking values. Useful for users wanting to sync in multiplayer.
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-HVRGrabbable - logs warning on awake when the object is not of 1,1,1 scale which is required for the grab system to work correctly.
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Release 1.97
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-Fixed Hand Pose Editor from resetting hand poses on object selection due to a change Unity made to their object field change events in 2020+
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-Fixed an issue where grabbing a rigidbody with rotation constraints enabled would cause a inertia tensor 0 error on second release of the object.
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-HVRHandGrabber GrabTrigger now supports "Manual Release" in addition to Active and Toggle holds. The held object will not be dropped until
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the ForceRelease method is called on the grabbable or the hand component.
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-HVRHandGrabber - IK auto pose can now grab static grabbables without a rigidbody.
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-HVRSocketBag now has "IgnoreSockets" list and IgnoreSocket(HVRSocket) method to ignore specific sockets (useful to ignore sockets on the hand / wrist area)
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-HVRHandGrabOnStart - new component to force a hand grabber to grab a specific grabbable after start.
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-HVRSocketable - added LinkedGrabbables for compound objects, if any linked grabbable is being held, the object cannot be socketed.
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-Bow prefab updated with an additional grab point with the hand in 180 degrees opposite orientation
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-HVRGrabbable - Added HandFullReleased event which executes when a hand released it and it is no longer being held after.
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-HVRGrabbable - Added DisableHandCollision field to HVRGrabbable, if true the hand holding this object will have it's collision disabled while held.
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Release 1.96
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-Fixed VRIK Tutorial Link
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-Fixed OpenXR controller detection for old WMR devices
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-Fixed XRPluginManagement compile error in HVRInputManager when using XRPlugin version < 4
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-Fixed an issue with the physics bow shooting direction because it shoots in the next frame after destroying the arrow joint.
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-Fixed linked sockets from playing their grabbed SFX
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-Fixed an issue where having multiple inspectors open with HVRPosableHand would cause the selected pose to pose the hand.
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-HVRPosableHand : added "Preview Selected" button (with undo support) which will pose the hand with the pose in the Selected Pose field.
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The hand will no longer immediately pose on Selected Pose field changed to prevent accidently ruining
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hand posing if the user clicks on the hand preview when multiple inspectors are open.
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-Added OpenXR controller detection for hp reverb g2
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-Reduced default collision ignore on grabbable release from 5s to .5s
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Concave Collider Grabbable:
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-Grab Detection ignores max distance check
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-Auto pose will ray cast from palm forward, if nothing is hit then the palm position is used so the grab won't fail
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-HVRHandGrabber will not use line of sight checks
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Release 1.95
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Fixes:
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-Fixed HVRTriggerGrabbableBag not removing grabbables when using HVRSettings(UseAttachedRigidBody / ComponentInParentFallback)
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-sockets whose objects aren't allowed to be removed by the hand will no longer cause another socket to be unhovered
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(example: holstered pistol with a mag socket holding a magazine)
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-Fixed editor build error introduced in 1.94 in HVRSettings
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-Fixed an issue where grabs might not execute when update and fixed update are out of sync
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Grab Detection Updates:
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-Grab Input Checks moved to Update
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-Line of sight checks that might fail because the ray origin is inside a collider will try and detect this case and return true
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-Added support for non convex meshes in the grab detection system (could be useful for climbing the environment)
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-HVRGrabbable : Add 'UseColliderClosestPoint' (Default true), used by line of sight and grabbable detection distance check
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-Line of sight check updated to ray cast at the collider closest point instead of collider bounds if grabbable
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doesn't have concave colliders. Concave colliders will aim at the collider bound center.
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Should help with distance grabbing objects with larger colliders.
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-HVRGrabbable : Added 'GrabColliders', if populated only these colliders will be used to detect a grab.
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HVRCollisionEvents : Added ImpulseOrVelocity option that triggers the threshold met event.
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HVRHandAnimator : now updates poses in LateUpdate instead of Update
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HVRHandGrabber : updates physics pose in LateUpdate
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HVRRayCastGun : added 'Hit' event
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HVRCameraRig : organized the inspector fields and added tooltips, set CameraYOffset default to 0
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The bow is finally here!
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HVRBowBase : base class for common bow functionality
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HVRPhysicsBow : physics based bow setup
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Interactable Additions:
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HVRPhysicsDial - create objects that rotate about an axis with optional rotation limits.
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HVRPhysicsButton - easily create buttons along an axis with joints setup for you
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HVRPhysicsDoor - create physics doors that optionally require a door handle to be rotated to open
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HVRPhysicsDrawer - easily create drawers that are joint limited based on start / end position
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HVRRotationTracker - used to generically track rotation differences on an axis of rotation.
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HVRRotationLimiter - used to limit rotations beyond 180 degrees.
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HVRPhysicsLever - subclass of HVRPhysicsDial, no additional fields as of yet.
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HVRPhysicsLeverCreator - component that will create a lever for you adding the necessary components.
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Release 1.94
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Fixes:
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-ForceGrabber checks for force anchor gameobjects existence and creates if needed.
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-Setup window will check for extracted integration package first when trying to enable the define symbol.
|
|
-HVRPosableHand - adding finger capsules via helper buttons is now undoable
|
|
|
|
HVRPlayerController added 'MovementEnabled' And 'RotationEnabled' bool properties
|
|
HVRSocket added 'CanGrabStabbingGrabbable' for special cases where custom sockets might need to grab a stabber that's stabbing something
|
|
HVRGrabbable added 'ConsiderGrabPointAngle' (defaults to true as that is current behaviour)
|
|
HVRHandMirrorSetting added 'AllSetting' applies to all fingers unless overidden.
|
|
HVRPosableHand - capsule placement is updated based on Barliesque's suggestion (works well!)
|
|
HVRSettings: Removed non local directory fields and added methods in their place instead as multiple people working on the same projecet
|
|
probably do not have the same directory structure.
|
|
|
|
|
|
Release 1.93
|
|
|
|
Fixes:
|
|
-Fixed physics hands starting at the foot of the player and resetting on controller reconnection
|
|
-Fixed kinematic warning spam when teleporting
|
|
-removed HVRSettings from the install
|
|
|
|
Tracking space adjustment has been removed from HVRCameraRig and moved to HVRInputManager
|
|
|
|
|
|
HVRInputManager has been updated to support desktop / vr game modes.
|
|
Adding 3 new public methods to manually manage start / stop of vr plugins.
|
|
StartXR - call this to start xr plugin
|
|
StartLegacyVR - call this if using 2019 and legacy vr
|
|
StopXR - disables xr plugin or legacy vr
|
|
|
|
|
|
Release 1.92
|
|
Fixes:
|
|
-HVRInputManager fix when using HVR_OCULUS define symbol
|
|
-Adjusted knuckles grip as a button steamvr binding to 25 grip / 20 release
|
|
-Fixed default grab indicators on Left and Right hand prefabs
|
|
-HVRPhysicsPoser checks for Hand field existence before setting up colliders
|
|
-Dynamic grab will now ignore disabled colliders for palm positioning
|
|
-HVRInputModule ignores pointers that are disabled
|
|
|
|
Force Grabber "Force Pull" system has been changed. The Current version has some overshooting / wobble issues depending on the mass / inertia of the object.
|
|
Force Pull Settings have been moved to a new scriptable object "HVRForcePullSettings" so that each HVRGrabbable can override the settings.
|
|
Force Pull System now uses joints to pull the object, you may want to adjust the default settings to your own taste.
|
|
HVRForceGrabber: New ForcePullSettings field.
|
|
HVRGrabbable: New ForcePullOverride field.
|
|
|
|
|
|
|
|
|
|
HVRSocket: CheckHandOverlap: if true the socket must be detected by the hand "socket bag collider" to place the object in. This will help with misplacing long objects in body inventory slots by accident.
|
|
HVRInputModule: AddPointer method - allow you to register your HVRUIPointer manually if they aren't in the scene at Awake() time.
|
|
HVRHandGrabber: TakePeakVelocites (bool) and CountPeakVelocities (int) which allows you to take N peak velocities for throwing calculation
|
|
HVRGrabbable can now have ConfigurableJoint Grabs without a rigidbody, the hand will be jointed to the world at the JointAnchor position (palm)
|
|
HVRInputAction: updated to check both hands on grabbable for inputs
|
|
|
|
Want to cheat Physics?
|
|
-Added a PalmCenterOfMass option to HVRGrabbable, if true the center of mass shifts to the palm, or midpoint for 2 hand holds while held
|
|
|
|
Physics hands upgraded to CJ-PD Controllers. 2 New Fields
|
|
1. EnableTargetAngularVelocity (bool) : if true the joint target angular velocity will be used to track the controller more tightly
|
|
2. AngularVelocityScale : 0-1 scale to apply to the target angular velocity
|
|
|
|
|
|
HVRPlayerInputs: ForceGrabActivation (enum)
|
|
1. Grip - grip pressed will initiate
|
|
2. GripHoldTriggerPress - grip hold + trigger pressed will initiate
|
|
|
|
HVR and Hexa Hand prefabs updated:
|
|
EnableTargetAngularVelocity : true
|
|
AngularVelocityScale : 1
|
|
TakePeakVelocites : true
|
|
ThrowLookback : 10
|
|
CountPeakVelocities : 3
|
|
InertiaTensor : .01 on all axis
|
|
|
|
Release 1.91
|
|
|
|
Fixes:
|
|
HVRHandPoser custom editor should now work in the latest versions of unity
|
|
HVRTimerManager will default to 1/90 timestep if the HMD is not connected
|
|
HVRSocketBag will check for destroyed or disabled sockets
|
|
Dynamic grab will stop considering other colliders for aiming the hand
|
|
if the palm transform is inside a collider already.
|
|
Fix DrawIfPropertyDrawer in 2020.3
|
|
|
|
|
|
Updated spears with poses and line grab
|
|
HVRGrabbable adds Socketed and Unsocketed events
|
|
HVRSettings adds "PoserShowsOneFinger", if true only first bone handle and selected finger handles are drawn
|
|
Added HVRBow.cs
|
|
|
|
|
|
VR SDK Detection
|
|
HVRInputManager has been updated to detect which Input SDK is in use.
|
|
This will reduce the amount of components and toggles needed to get the scene ready.
|
|
SteamComponents to initialize steamvr and the hurricane action set
|
|
are now optional and can be removed as HVRInputManager will handle this by default.
|
|
|
|
Grab Indicator Updates:
|
|
Grab Indicators on the hands have been changed from GameObject enable / disable to HVRGrabbableHoverBase for subclassing flexibility.
|
|
!! Beware that you may need to update your component references on your hands !!
|
|
HVRGrabbable New Fields:
|
|
ShowForceGrabIndicator : bool
|
|
GrabIndicator : HVRGrabbableHoverBase - for overriding the default indicator from the hand grabber
|
|
ForceGrabIndicator : HVRGrabbableHoverBase - for overriding the default indicator from the force grabber
|
|
|
|
HVRGrabbableHoverBase adds "HoverPosition" enum:
|
|
1. Grabpoint : indicator will be positioned at the closest grabpoint
|
|
2. Transform : indicator will be positioned on the grabbable transform position
|
|
3. Self : indicator will not move from where it was placed (for grabbable overidden indicators)
|
|
|
|
Old ForceGrabberHighlighter on HVRGrabbable will remain for backwards compatibility with existing projects
|
|
|
|
HexaBody Integration:
|
|
Updated for new 1.2 HexaBody release
|
|
Adjusted ladder colliders to work with the dynamic grab change (bad mesh colliders)
|
|
Added HVRTimeManager to demo scene with timestep averager off
|
|
Added HVRSetAllRBInterpolate to demo scene
|
|
|
|
Release 1.9
|
|
|
|
Fixes:
|
|
Trigger Touch should now work properly when using XRInputs and XR Plugin Management
|
|
Updated Grabbers to not perform certain actions on a grabbable that is being destroyed
|
|
Fixed hand poser blend poses beyond the first one that weren't working
|
|
|
|
--------------STABBING SYSTEM------------------------
|
|
New Components: HVRStabber, HVRStabbable, HVRStabbableSettings, HVRStabberSettings, HVRNotStabbable
|
|
HVRStabberSettings
|
|
-Sharpness (0-1) sharper will have less stab friction
|
|
-AngleThreshold (0-1) angle of entry allowed
|
|
-UnstabThreshold - delta for unstab detection
|
|
-UnstabDelay - timeout until unstab can occur
|
|
-AllowedStabs - how many objects can this stab
|
|
-PerpendicularThreshold - horizontal distance to break the joint in case of joint stretch
|
|
|
|
HVRStabber
|
|
-IsDualStabber - double edged stabber, can go all the way through
|
|
-CanRunThrough - single edge stabber that can go all the way through
|
|
-StabAnything - stab any collider without HVRNotStabbable
|
|
-Stabbed, UnStabbed, and FullStabbed events
|
|
HVRStabbable
|
|
To mark something as stabbable, has stab settings and stab events
|
|
HVRStabbableSettings (scriptable object for easy reuse and sharing with the community)
|
|
RequiredVelocity
|
|
OuterShellDamper : friction applied until you breach the "outer shell"
|
|
OuterShellThickness : how thick the outer shell is (box, skull)
|
|
Damper : friction once inside the "shell"
|
|
InnerDamperCurve : animation curve (0-1) scales damper by stab depth
|
|
LimitStabDepth : limit how far something can penetrate
|
|
StabDepthLimit
|
|
CanLock : will the stabber joint lock
|
|
LockVelocity : if below this velocity for "locktime" then the stabber will lock
|
|
LockTime
|
|
UnlockForce : if locked, how much force is required to unlock it
|
|
|
|
HVRSettings adds "LineGrabTriggerLoose", if true the line grab can loosen by pulling trigger without having to release the grip.
|
|
HVRSettings updated with two fall back options for grab detection if HVRGrabbableChild doesn't exist
|
|
1. UseAttachedRigidBody: Collider attachedRigidBody used to locate the HVRGrabbable.
|
|
2. ComponentInParentFallback: GetComponentInParent used on the collider to try and locate the HVRGrabbable.
|
|
|
|
HVRGrabbableBag adds "DistanceSource" Transform, if provided will calculate distance from this point instead of the grabber transform position
|
|
Default hand prefabs updated to use the joint attach point
|
|
|
|
HVRButton has been updated with helper buttons to set the StartPosition / down / up values.
|
|
|
|
New HVRTimeManager Singleton component -
|
|
1. Used to keep fixed time step in sync with refresh rate.
|
|
2. Optionally can smooth fixed time by averaging FPS to better handle inevitable update / fixed desyncs
|
|
3. Offers slow motion capability with Immediate or Smooth time scale change options TimeToSlow and TimeToResume.
|
|
4. Slowmotion has Events for Slow / Time resumption
|
|
|
|
HVRSocket adds "HoldType"
|
|
1. Kinematic (Default current behaviour)
|
|
2. RemoveRigidbody : removes the grabbable's rigid body so that collision can take place and adds back after release. The socket requires a rigidbody on or above it.
|
|
|
|
|
|
HVRSocket with ParentDisableGrab enabled will search in parents for a HVRGrabbable if one is not set in the inspector.
|
|
HVRSocket adds "GrabDetectionType
|
|
1. Socket (Default)
|
|
2. Grabbable : Uses normal grabbable detection system
|
|
|
|
HVRGrabbable adds "ShowGrabIndicator" and "ShowTriggerGrabIndicator" which determines if the grab indicator shows when hovered. defaults to true for backward compatibility
|
|
HVRGrabbable adds "Socket" property for the socket it's grabbed by
|
|
HVRGrabbable adds "BeingDestroyed" property which can be used by grabbers and grab events to know if the release process was due to the grabbable being destroyed while held
|
|
|
|
New Grab Control Options on HVRGrabbable and HVRSocket
|
|
1. Grip Or Trigger (Trigger requires HVRPlayerInputs.CanTriggerGrab = true)
|
|
2. Grip Only
|
|
3. Trigger Only (Does not require HVRPlayerInputs.CanTriggerGrab)
|
|
|
|
Optional "TriggerGrabIndicator" added to HVRHandGrabber for Trigger Only Grabs
|
|
|
|
Objects grabbed out of a socket using Trigger will not be activatable until the Trigger is released
|
|
|
|
New "OverrideGrabTrigger" toggle for HVRGrabbable that overrides the HVRHandGrabber setting
|
|
New "GrabTrigger" drop down with
|
|
1. Active (default)
|
|
2. Toggle
|
|
3. Manual Release - Grabbable will not drop until ForceRelease is manually executed
|
|
|
|
Grab detection radius has been reduced from .14 to .08 on the default hand prefabs
|
|
M4A1 and Pistol Magazine socket disabled while M4A1 is socketed using ParentDisableGrab to prevent scaling issues
|
|
VRIK Pilot prefab updated with closed hand pose.
|
|
|
|
UI Updates:
|
|
Pose helper Window has been collapsed Under Tools -> HurricaneVR -> Posing
|
|
|
|
New Welcome Screen that will present it self after each update and has the following:
|
|
1. Recent Release notes
|
|
2. Project Setup Helpers (Define Symbols, Layers, Physics Settings, Collision Matrix)
|
|
3. Links to Youtube Tutorials and Documentation Website
|
|
4. Can be re-opened at Tools -> HurricaneVR -> Setup
|
|
|
|
|
|
Release 1.83
|
|
|
|
To alleviate the issue of users overriding packages and project settings when updating, this asset is no longer a template project
|
|
(which brings project settings and packages). Manual setup of project settings and packages will now be required for new projects.
|
|
Existing projects will be unaffected assuming layers, physics settings, and collision matrix is setup correctly.
|
|
|
|
Fixes:
|
|
Fixed HVRFingerSettings not working in build due to not being in it's own script file
|
|
Tweaked the dynamic grabber to back the hand up before trying to grab to prevent hand inside collider issues
|
|
|
|
Updates:
|
|
Added HVRInputSystemController - new controller wrapper around the new Unity Input System
|
|
Added UseNewInputSystem to HVRInputManager - overrides input sdk to use the new input system for OpenXR projects
|
|
|
|
New HVRGlobalInputs singleton component - reads controller inputs for ease of access for programmers and visual scripters
|
|
New HVRControllerEvents singleton component - fires events for all inputs globally
|
|
17 New Grabbable event components for each button type - add to a one handed HVRGrabbable component to listen to controller events when held
|
|
|
|
|
|
Added HVR Project Setup.pdf to Documentation folder on manual setup procedures, including links to web documentation.
|
|
|
|
Release 1.82
|
|
|
|
Fixes:
|
|
Removed all memory allocation in the grabbable / socket detection systems Update / FixedUpdate methods
|
|
Fixed an issue in HVRHandAnimator.Start() when the Hand component field was unassigned, it was being accessed
|
|
before trying to find the component.
|
|
|
|
Updates:
|
|
|
|
Added Frequency Parameter to Controller.Vibrate for OVRInput haptics.
|
|
1. Oculus SDK must be set to "Oculus" on the HVRInputManager
|
|
2. OVRHaptics checked on HVRInputManager
|
|
3. OVRManager must exist in the scene for OVRInput haptics to work
|
|
|
|
Updated dynamic pose to no longer be "full physics" that could fail, now snappier auto posing.
|
|
Lowered default throw strength to 1.0 from 1.1
|
|
Documentation PDF updated with web links
|
|
|
|
Release 1.81
|
|
|
|
Fixes:
|
|
Fixed screen fade firing every frame even though no fade was needed.
|
|
Fixed grabbable tracking velocities when not held by a hand
|
|
Reduce the amount of memory allocated in grabber, force grabber, and socket trigger bags
|
|
Fixed GrabPoints and Grabpoint objects default transform values that are generated by the HVR Helper window
|
|
Capped hand and grabbable velocity frame storage to 10 frames by default, 5 seems to work fine for throwing calc
|
|
|
|
Added HandPoseHandleOffset to HVRSettings, offsets Hand Poser Position / Rotation handle to prevent overlap with the grab point handle
|
|
|
|
Release 1.8
|
|
|
|
Fixes:
|
|
|
|
Fixed PUN2 integration missing extra files
|
|
Fixed Oculus Player Rig not defaulting tracking level to Floor
|
|
Fixed Hand Poser not posing hand immediately after selecting another pose
|
|
Reduced the selection area size of the hand poser bone buttons as it was a bit too large
|
|
|
|
Hand Animation and Posing Improvements:
|
|
Added support for SteamVR Knuckles finger tracking (reimport the new steamvrintegration package)
|
|
Updated HVRInputManager with finger tracking settings for non knuckles controllers
|
|
Updated HVRPhysicsPoser with FingerTip check only option to save on CPU instead of checking every bone
|
|
Updated HVRHandPoser to use finger tracking information in grabs
|
|
Updated HVRSettings with finger tracking default settings for new poses
|
|
Updated HVRPhysicsPoser to live update in the editor
|
|
Updated HVRHandPoser with Live Auto Option - Hand automatically fits while posing
|
|
Updated HVRHandPoser with Physics Poser [Open|Close] hand buttons
|
|
|
|
Updates:
|
|
Removed trackpad detection logic as the method doesn't work with all VR sdks.
|
|
Added track pad touch support and steamvr binding
|
|
Added Reverb G2 detection
|
|
Added "CanDistanceGrab" to HVRPlayerInputs
|
|
Added LineCanReposition and LineCanRotate to HVRGrabPoint for LineGrab flexibility
|
|
|
|
Release 1.71
|
|
|
|
Fixed the invisible hand not disabling collision with the main hand colliders on start due to the order
|
|
of component initializing
|
|
Fixed issue with the dynamic grab using Collider.GetClosestPoint on bad mesh colliders.
|
|
|
|
|
|
Updated Final Ik Integration scene with poses that were missing from 1.7
|
|
Added "InverseKinematics" field on the HVRHandGrabber to toggle IK mode for grabbing and posing
|
|
|
|
Release 1.7
|
|
|
|
New VRIK Pose / Grabbing Integration:
|
|
Create poses in the scene editor with your full body mesh without having to use duplicate hand tricks.
|
|
VRIK updates in editor mode when moving and rotating the IK Hand Targets
|
|
VRIK Example scene included with VRIK Pilot setup
|
|
New InverseKinematics (bool) on HVRSettings to let the grab system know it's using IK targets
|
|
New FullBody (prefab) field on HVRSettings to enable full body IK posing
|
|
CloneHandModel and InvisiblePhysics hands unnecessary when using IK
|
|
|
|
HVRHandPoser enhanced with Position / Rotation handles for the hand / ik target and rotation handles
|
|
for each bone in the hand to easily pose your hand without having to search the tree for each bone.
|
|
|
|
Add AutoApplyLayer field to HVRGrabbable that defaults to true for backward compatibility.
|
|
Applies Grabbable layer on Awake
|
|
Add AutoApplyGrabbableLayer to HVRSettings that defaults to true for backward compatibility.
|
|
Allows toggling on / off the auto applied Grabbable layer at a global level.
|
|
|
|
Release 1.61
|
|
|
|
Bug fix:
|
|
Reverted Knuckles using Grip force as it doesn't work as expected.
|
|
|
|
Release 1.6
|
|
|
|
Bug Fixes:
|
|
Save grabbable rigidbody state only on the first grab of a two handed grab
|
|
Prevent rigidbody warning when restoring kinematic grabbable state
|
|
Line of sight check ignored when grabbing a force grabbed object
|
|
Handled Destroyed "Hovered Grabbables"
|
|
Center Of Mass, Inertia Tensor, and Inertia Tensor Rotation are returned to their pregrab state on release
|
|
instead of being recalculated which wipes out custom overrides
|
|
Fixed hand popping to the socket when placing due to joint destruction timing
|
|
|
|
Grab Updates:
|
|
|
|
|
|
New Line grab - create one grabpoint and pose with a start / end point and grab
|
|
anywhere on the axis (position and rotation), currently limited to Up axis of the hand.
|
|
Grabbing only with trigger frees the hand to move or rotate until grip is pressed again.
|
|
Requires ParentHandModel = false.
|
|
|
|
New "MoveGrab" behaviour for the hand when grabbing. The hand will move to the grabbable and rotate into position instead of pulling
|
|
the grabbable to the hand. This automatically happens for grabbables marked stationary or if the object is already grabbed.
|
|
Experimental "HandGrabs" option is added to the HVRHandGrabber to enable this for all static posed grabs.
|
|
|
|
CloneHandModel defaulted to true on the Hand Prefabs, automatically clones the hand model and removes the colliders from the clone,
|
|
the clone is used when parenting the hand to the grabbable instead of the original. This prevents inertia tensor and center of mass
|
|
changes to the object from the addition of the hand colliders. This is also necessary for the hand rigidbody when performing a "MoveGrab"
|
|
which requires collisions of the hand to be temporarily disabled which triggers inertia and com recalculation. Alternatively the hand
|
|
rigidbody can have it's COM and tensor overriden so that it cannot recalculate itself.
|
|
|
|
New GrabIndicator GameObject field on the Hand Grabber, if provided it will enabled and position itself at the grab point location
|
|
when hovering a grabbable.
|
|
|
|
New ForcePull style added to the Force Grabber that uses physics forces, separate settings than Gravity Glove style
|
|
|
|
New IsJointAnchor field on the GrabPoint (defaulted false), the GrabPoint position will become the joint anchor instead of the palm of the hand,
|
|
useful to stabilize the joint for objects that might be held by the finger tips instead of in the palm.
|
|
|
|
Parenting of the hand is now longer required for non stationary physics joint grabs that don't have joint offsets (WIP).
|
|
Parenting still recommended for static stationary objects, like levers, drawers, handles etc.
|
|
|
|
HVRGrabbable:EnableInvisibleHand set false by default
|
|
Added hover haptics to distance grab
|
|
Grabbing from a socket now uses the "Primary GrabPoint" (ForceGrabberGrabPoint)
|
|
Kinematic Grabbables remain kinematic by default - if you unpacked the example back pack, disable kinematic as it was previously enabled in the prefab
|
|
Trigger grab option added to HVRPlayerInputs. When using Toggle grab mode the Trigger can only grab - not drop.
|
|
Gravity Glove style adds AutoGrabDistance, "auto grab" trigger grabbable bag removed.
|
|
|
|
|
|
Knuckles Update:
|
|
Added GripUseEither to HVRInputSettings - useful to use the GripForce Steambinding in addition to the Steam Grip Button action.
|
|
This will allow your player to grab objects with just pinky, ring, or middle finger pressure;
|
|
Knuckles bindings updated to bind GripForce to the grip action.
|
|
|
|
|
|
Fixed Grab Joint Changes:
|
|
Fixed joints now create Locked axis Configurable Joints to simplify the jointing process
|
|
Grabbable Fixed Joint Settings [CanJointBreak, JointBreakForce, JointBreakTorque] are now deprecated and will be removed in the next update.
|
|
Use JointOverride on the grabbable to set any break forces, they are infinity by default and will not break
|
|
|
|
Physics hand changes:
|
|
Legacy Joint Settings (pre 1.5) on the HVRJointHand component are now removed. JointSettings must be assigned now.
|
|
|
|
Pun Updates:
|
|
Pun Rig updated with recent additions and changes to hand and grabbable joint updates
|
|
Dynamic pose now works with CloneHandModel
|
|
Dynamic pose should work with not parenting
|
|
|
|
Release 1.54
|
|
|
|
Bug Fixes: fixed hand joint issue introduced in 1.53 for physics hands in older versions
|
|
|
|
Updates:
|
|
|
|
Updated HexaBodyVR Integration package
|
|
|
|
Physics hand changes:
|
|
Legacy Joint Settings on the HVRJointHand component are now marked deprecated and will be removed in the next update.
|
|
Use JointSettings instead, default player prefab since 1.5 already has the JointSettings applied
|
|
|
|
Release 1.53
|
|
|
|
Bug Fixes:
|
|
Fixed dynamic grab failing to create the final grab joint due to a rotation calculation error
|
|
|
|
Major Physics Hands Update:
|
|
Hand default mass has been set to 2, (5 is too high)
|
|
Hand default strength has been adjusted to reflect changes in the physics hand system
|
|
Hand max velocity removed as it isn't necessary, hand strength settings should be used instead.
|
|
Two hand grabs are much more stable with the physics hand updates
|
|
Updated the default hand prefab with COM and Inertia overrides to account for the capsules colliders on the fingers
|
|
which causes bad rotation correction and unexpected recoil directions
|
|
Hands can now keep up with the player even at high speeds.
|
|
|
|
Updates:
|
|
Add CanSprint and CanCrouch to the Player Controller
|
|
Added acceleration and decelleration options to the Player Controller
|
|
Organized the Player Controller inspector fields
|
|
Add ENABLE_LEGACY_INPUT_MANAGER around old input keyboard code for users using the new input system
|
|
Renamed DefaultHandSettings to HVR_DefaultHandSettings
|
|
Updated Player Controller to check if Teleporter component exists before using it
|
|
Disabled grab points are no longer added to the grab points list or considered for remote grab marker
|
|
|
|
|
|
Grabbable Updates:
|
|
Grabbable configurable joint settings are removed, HVRSettings.DefaultJointSettings or Grabbable.JointOverride must now be used
|
|
CollisionDetection field added to change the mode while held, defaulted to ContinuousDynamic
|
|
Removed the temporary joint override function, custom hand strengths and grabbable mass adjustments should be used instead
|
|
|
|
Release 1.52
|
|
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Bug Fixes:
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Fixed the dynamic grab having rotation issues after grabbing
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Enhancements:
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Added Clone Hand model option to the hand grabber that will clone the hand model and remove any colliders,
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if enabled the cloned hand model will be parented to the object instead of the original which stabilizes the rigidbody
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due to the rigidbody resetting it's properties with newly added colliders.
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New HVRRigidBodyOverrides component that lets you override Center Of Mass, Inertia Tensor, and Inertia Tensor Rotation
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Added grabbable inspector toggle to draw renderer bounding box and center of mass
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Added HandGrabbed and HandReleased events to the Grabbable component
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Release 1.51
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Bug Fixes:
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Disable default resolution scale of 1.5 in the HVRCameraRig
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Grabbable Parent Immediately parents immediately after grab and instead of in the next update
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Fix breakdistance check for dynamic grab on large objects
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Enhancements:
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Socket position offset can now be overriden from child classes
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Dial now operates in local space so they can be attached to moving objects - existing projects might need to update their dial if the dial is offset from 0,0,0
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Stabilized grabbable joints and reduced the power of the default pull to hand strength
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Added pull strength joint override to the grabbable which can be useful to customize pulling strength based on object mass
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Add support for HP reverb 2 controller
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Added input controller check for WMR controllers to determine if it has a track pad or not
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Add Stationary flag to Grabbable which for objects that do not need to be pulled and rotated into to the hand
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Add RemainsKinematic flag to a Kinematic Grabbable that doesn't become NonKinematic when grabbed
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Add all SteamVR bindings and renamed existing to default file names
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Second Grab Hand doesn't pull a 2nd handed grabbable
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Update hand grabber break distance check to use the tracked controller for stationary items
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Updated default grabbable joint settings to be position locked to prevent joint stretch
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Release 1.5
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Bug Fixes:
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Fix resetting parent from socket release when application is quitting
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Fix controller events firing when application is quitting
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Fix hand model parenting check
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Fix grabbable joint anchor
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Fix being able to grab from sockets while force grabbing
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Enhancements:
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Easily share grabbable and hand settings with the new HVRJointSettings Scriptable Object: Configurable joint scriptable object used for grabbable joints and custom physics hand strength
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Hand grab system updated to use new HVRJointSettings that allows grabbables to override the hand strength for separate settings for one and two handed grabbing
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New physics based recoil component with scriptable object settings with up force, torque, backwards force, and side to side random options
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New assault rifle example with automatic fire, chamber check, charging handle, chambered round.
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New pump shotgun example
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Ammo can have damage, range, and force assigned
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Pistol updated to use the new recoil system, chamber check, slide bullet eject
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Grabbable can have additional colliders set for ignoring collision with the hands while grabbing
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Grabbable can force overlap clearance or after a timeout for re-enabling collision with the hand after release
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Posable hand supports less than 5 fingers
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Posable hand capsule collider generation helper
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Posable hand mirror settings to easily mirror poses for mirrored rigs
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New waist tracking component that keeps the waist position when looking down
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Ring highlight given line of sight and distance options for display
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New scene with custom 4 finger hand setup
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Bug Fixes:
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Fixed the raycastgun not firing it's Fired event
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Release 1.41
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Bug Fixes:
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Fix levers to allow rotation all on 3 axis and not just X/Z
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Fix grabbable to reset the inertia tensor and center of mass on release
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Enhancements:
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Add option to use AND/OR condition on sockets with multiple filters.
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Add option to the HVRDamageHandler to be damageable or not.
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A grabbable which requires another grabbable to be held, can now have the hand moved to the required grabbable if that one was released
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Useful for something like the pistol stabilizer where you don't want the gun to drop if the main grip was let go.
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Add stabilizer grip to the pistol
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Added OnDeactivate to complement OnActivate to the grabbable component
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Add option to player inputs to swap move/turn axis
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Release 1.4
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Bug Fixes:
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Fix bug where rigid body state was reset on release when one hand was still grabbing for two handed objects.
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Fix bug where tooltips for custom scripts wouldn't show
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Fix bug where inspector scripts wouldn't open when double clicking the their property field
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Fix 2019 using statements that shouldn't exist causing 2020 compiler errors
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Fix renderer bound check for socket scaling to only use mesh renderers
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Enhancements:
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Easily record the hand pose state for dynamic poses while in play mode to use for a static pose
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Pistol upgraded to require magazine, bullet chambering, and animation
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Option on Player Controller to push back when trying to walk through walls.
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Option on Player Controller to push back when leaning to far into something.
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Removed hard coded CameraRig adjustment buttons.
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Add option to sockets that prevents a socketed item from being grabbed out.
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Add ForceRelease method to the grabbable class
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Add GrabsFromHand option to sockets that will allow the socket to remove grabbables from a hand when hovering.
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Added Vive Cosmos support and SteamVR bindings.
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Player Controller sphere cast grounded check.
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Add FadeFromLeaning option to screen fade when leaning to far into something
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Added Basic jump to the player controller
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Updated Screen Fade and Ring Highlight materials to use UI shaders to work with all pipelines.
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Added ability to disable hand model parenting on grab. (by user request)
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Added component that lets a grabbable require another to be grabbed
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Add option on a required grabbable to drop if the required grabbable itself is dropped.
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Add option on the grabbable bags to prioritize non held items over held items
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Add override SFX option to socket - "AudioGrabbedOverride" and "AudioReleasedOverride"
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Added basic "offset" grab that doesn't use static or dynamic poses.
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Experimental dash teleport
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Release 1.3
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Bug Fixes:
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Fixed a bug when holding something in the left hand and then teleporting.
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Fixed issues with multiple UI world canvases with multiple UI pointers.
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Fixed triggers causing head collision fade.
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Fixed grabbable rigidbody state getting stuck with no gravity / kinematic when hand swapping over a HVRSocket
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Enhancements:
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PUN2 Progress and basic example scene
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Release 1.2
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Bug Fixes:
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Force grabber stops aiming at a grabbed object if it was aiming before it was grabbed
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Fixed SteamVR Oculus touch grip bindings to use trigger
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Disable teleport while not grounded
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Fixed enum flags socket filter when socketable has multiple flags
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Fixed vive steamvr trackpad bindings and XRInput bindings to apply to trackpad raw inputs for clarity
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Enhancements:
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Added Keypad unlocking door example
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Added screen fade component / prefab
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Added head collision fade by distance
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Added SteamVR scene
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Heavy two handed hammer example (progress)
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Added Configurable gravity and max fall speed to the player controller
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Added the ability to toggle crouch to a configurable height
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Added collision events component so you can react to impulse force / velocity thresholds (useful for breaking things)
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Allow scaling of socket visuals by x,y, and z
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HVRSocketHoverScale now smoothly transitions between full and default scale
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Holster example
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Added waist transform to the Player controller with configurable offset relative to the adjusted camera height
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Release 1.1
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Bug Fixes:
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Fix Vive controller input settings
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Fix controller offset y/z for left hand
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Fix examples reset button mesh collider missing
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Fix physics grabber disabling collisions on the grabbable
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Fix physics grabber grab range
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Fix hand model having its layer changed to grabbable by the physics grabber
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Enhancements:
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Force Grabber has configurable max collision velocity, and max post auto grab velocity if you miss the grab
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Physics grabber more stable on grabbing moving objects
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Collider distance option for Trigger grabbable bag when checking for the closest grabbable.
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Added a Angular velocity threshold check when converting hand angular to linear velocity while throwing
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Added line of sight checks for force grabber and hand grabber
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Clone poses in the HVRHandPoser instead of using the default
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Added additional objects to further demonstrate how to create doors and static poses
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SteamVR(2019) support with bindings for Oculus,WMR,HTC Vive, Knuckles
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Added ability to vibrate the controllers
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