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Vive Input Utility v1.11.0 Unity XR Update

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@chengnay chengnay released this 24 Jun 03:44
· 460 commits to develop since this release

Changes for v1.11.0:

  • New Features

    • Add compatibility with Unity 2020.1
    • Add support for Unity XR Platform (OpenVR, Oculus, and Windows MR)
      • VIU Settings automatically installs proper XR Loader from PackageManager for supported devices
        • OpenVR XR Plugin
        • Oculus XR Plugin
        • Windows XR Plugin
    • Add support for Oculus controller render model (Requires Oculus SDK)
    • Add new ControllerButton.DPadCenter & ControllerButton.DPadCenterTouch
      • Also change VIUSettings.virtualDPadDeadZone default value from 0.15 to 0.25
      • This settings is not available in VIU Settings UI yet, but can be manually modified in HTC.UnityPlugin/ViveInputUtility/Resources/VIUSettings.asset
  • Changes

    • Now use relative path when choosing Oculus Android AndroidManifest.xml file with picker (#175)
    • Update ControllerManagerSample
      • Fix support for StickyGrabbables
      • Clean up side cases where updateactivity was needed
      • Add more button options for laser pointer
      • Fix typo
    • Slightly change ColliderEventCaster's behaviour
      • Now IColliderEventPressUpHandler will be treggered only if IColliderEventPressDownHandler also implemented
      • This is for aligning IPointerUpHandler and IPointerDownHandler behaviour
    • Improve Grabbable
      • Now BasicGrabbable & StickyGrabbable able to accept more then one grab button
        • Add new property primaryGrabButton so it can be specified with VIU ControllerButton
        • Obsolete property grabButton and add new property secondaryGrabButton as a substitute
        • Note that you must setup ViveColliderEventCaster properly to send the specified grab button event
    • Improve Teleportable
      • Now Teleportable able to accept more then one teleport button
        • Add new property PrimaryTeleportButton so it can specify with VIU ControllerButton
          • Obsolete property teleportButton and add new property SecondaryTeleportButton as a substitute
          • Note that you must setup ViveRaycaster properly to send the specified teleport button event
        • Add new property TriggeredType
          • ButtonUp : perform teleport on button press up (default)
          • ButtonDown : perform teleport on button press down
          • ButtonClick : perform teleport on button press up only if pointed object when press down/up are the same
        • Add new property RotateToHitObjectFront
          • When set to true, teleportation will rotate pivot front to hit object front
        • Add new property TeleportToHitObjectPivot
          • When set to true, teleportation will move pivot to hit object pivot instead of the hit point
        • Add new property UseSteamVRFade
          • Only works when SteamVR Plugin is installed
          • When set to false or SteamVR Plugin is not installed, the teleportation will delay for half of fadeDuration without fading effect
          • This provides an option for developer to implement their custom fading effect in the OnBeforeTeleport event
        • Add event OnBeforeTeleport(Teleportable src, RaycastResult hitResult, float delay)
          • Emit before fade duration start counting down
          • Usually delay argument is half of fade duration (0 if fadeDuration is ignored)
          • Possible usage is to start custom fading effect in this callback
        • Add event OnAfterTeleport(Teleportable src, RaycastResult hitResult, float delay)
          • Emit after teleportation is performed
        • Add static event OnBeforeAnyTeleport(Teleportable src, RaycastResult hitResult, float delay)
          • Static version of OnBeforeTeleport
          • Emit before OnBeforeTeleport
        • Add static event OnAfterAnyTeleport(Teleportable src, RaycastResult hitResult, float delay)
          • Static version of OnAfterTeleport
          • Emit before OnAfterTeleport
        • Add property AdditionalTeleportRotation
          • The rotation value will be multiplied on the target (around pivot) when teleporting
          • Possible usage is to set the value (according to other input like pad or joystick direction) in the OnBeforeTeleport callback
        • Add method AbortTeleport()
          • Cancel the teleportation during fading
          • Possible usage is to abort in the OnBeforeTeleport callback to perform a custom teleportation
          • Another usage is to interrupt the fade-in effect progress so that the Teleportable able to trigger next teleport event immediatly
  • Bug Fixes

    • Fix left Cosmos controller did not bind button X and Y
    • Fix saving of Oculus Android XML path setting (#175)
    • Fix applying some recommended settings didn't trigger editor to compile
    • Fix "recommended settings" button in VIU Settings disappeared after exiting editor play mode