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Update version code to v1.18.1
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Assets/HTC.UnityPlugin/ViveInputUtility/Scripts/VIUVersion.cs

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@@ -6,6 +6,6 @@ namespace HTC.UnityPlugin.Vive
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{
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public static class VIUVersion
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{
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public static readonly Version current = new Version("1.17.0.0");
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public static readonly Version current = new Version("1.18.1.0");
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}
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}

Assets/HTC.UnityPlugin/package.json

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{
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"name": "com.htc.upm.vive-input-utility",
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"version": "1.17.0",
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"version": "1.18.1",
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"displayName": "VIVE Input Utility",
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"description": "The VIVE Input Utility (VIU) is a toolkit for developing VR experiences in Unity, especially with the VIVE/VIVE Pro but also targeting many platforms from a common code base including Oculus Rift, Rift S Go, Quest, Google Daydream, VIVE Wave SDK (e.g. VIVE Focus standalone) and additional VR platforms as supported by Unity such as Microsoft's 'Mixed Reality' VR headsets and more.\n\nCompatible with SteamVR 2.4.0+ and Oculus Integration 16.0+.\n\nView license:\nhttps://github.com/ViveSoftware/ViveInputUtility-Unity/blob/develop/LICENSE.md",
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"keywords": [

CHANGELOG.md

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# Vive Input Utility for Unity - v1.12.0
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# Vive Input Utility for Unity - v1.18.1
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Copyright (c) 2016-2023, HTC Corporation. All rights reserved.
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## Changes for v1.18.1:
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* Changes
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- Update compatibility with com.unity.xr.openxr 1.4.2
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- Update compatibility with Oculus Integration v50
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- Handle removal of OVR Avatar
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- Add Quest Pro & Touch Pro support
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- Deprecate old Oculus graphics & quality recommended settings check on newer version
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* Bug Fixes
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- Fix GetPadPressVector/GetPadTouchVector always return zero value
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- Fix missing controller models after suspend/resume
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- Fix Focus 3 controller not recoginzed in OpenXR mode
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## Changes for v1.17.0:
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* Changes
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- Now support Focus 3 Tracker through [VBS](https://business.vive.com/us/support/vbs/category_howto/vive-business-streaming.html)
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- Now button for Focus 3 Tracker is mapping to ControllerButton.ApplicationMenu instead of ControllerButton.A
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- Remove Graphic Jobs recommended settings for Wave
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- According to Unity document, Graphics Jobs only supported on certain environment(Vulkan) on Android.
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* Bug Fixes
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- Fix Grabbable object with PoseFreezer calculating wrong pose when the object root is not at (0,0,0)
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- Fix device status for WaveHandTracking doesn't reset correctly
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## Changes for v1.16.0:
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* Changes
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- Add **Vive Wrist Tracker** support
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- Requires latest Wave XR plugin (v4.3+)
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- Able to work with ViveRole binding system
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- More Oculus platform support
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- Now able to recognize Quest 2 controllers (VRModuleDeviceModel.OculusQuest2ControllerLeft/Right)
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- Add new setting options
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- Enable/Disable Oculus Hand Tracking
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- Enable/Disable Tracked Hand Render Model
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- Enable/Disable Oculus Controller Render Model
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- Enable/Disable Hand Attached to Oculus Controller Render Model
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* Bug fixes
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- Fix HandRole doesn't map other controller role correctly
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- Fix sometimes unable to enable/disable Wave HandTracking/WristTracker features in VIUSettings
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- Fix Oculus SDK Render Model broken when switching back from tracked hand
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- Fix compatibility with older Oculus SDK version
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## Changes for v1.15.0:
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* Changes
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- New OpenXR support options in VIU Settings (experimental)
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- OpenXR Desktop
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- OpenXR Android for WaveXR
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- OpenXR Android for Oculus
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- Add Oculus Quest 2 controller input support
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* Known Issues
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- Oculus SDK Render Model brakes when switch back from tracked hand
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## Changes for v1.14.2:
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* Changes
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- Add compatibility with Vive Wave 4.3
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- Add compatibility with Open XR Plugin
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- Fix ambiguous PoseControl type
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- Remove unused dropdown button for WMR settings
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* Bug Fixes
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- Fix compile error when SteamVR installed and platform is Android
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- Fix RenderModelHook unable to enable/disable custom/fallback render model in some cases
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## Changes for v1.14.1:
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* Changes
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- Add Wave Hand Tracking support (Wave XR Plugin v4.1 or newer required)
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- Add fallback model for ViveFlowPhoneController and ViveFocus3Controller
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## Changes for v1.14.0:
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* Changes
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- Add ability to identify ViveFlowPhoneController
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- Add plain fallback model for ViveFocus3Controller & ViveTracker3
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- Add Input System support
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- Required [Input System](https://docs.unity3d.com/Manual/com.unity.inputsystem.html) installed in project
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- For example, now able to bind v3 position action from HandRole.RightHand device by setting binding path to
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- <VIUSyntheticDeviceLayoutHandRole>{RightHand}/position
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- Add new role type "PrimaryHandRole"
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- PrimaryHand maps first found controller/tracker/trackedhand accrodeing to which dominent hand
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- API to control PrimaryHandRole dominant hand:
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- ViveRole.DefaultPrimaryHandRoleHandler.DominantHand
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- ViveRole.DefaultPrimaryHandRoleHandler.SetRightDominantAndRefresh()
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- ViveRole.DefaultPrimaryHandRoleHandler.SetLeftDominantAndRefresh()
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- ViveRole.DefaultPrimaryHandRoleHandler.SwapDominantHandAndRefresh()
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* Bug Fixes
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- Fix LiteCoroutine DelayUpdateCall not working in some cases
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- Fix RenderModelHook shaderOverride not working
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## Changes for v1.13.4:
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* Changes
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- Add static API to retrieve pinch ray from Wave SDK
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- WaveHandTrackingSubmodule.TryGetLeftPinchRay(out Vector3 origin, out Vector3 direction)
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- WaveHandTrackingSubmodule.TryGetLeftPinchRay(out Vector3 origin, out Vector3 direction)
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- Returns true if the pinch ray is currently valid, that is having valid tracking and the app got input focus
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- Add 4 fingers curl & grip button values for Wave tracked hand device
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- Change GestureIndexPinch button active threshold from 0.95 to 0.5 for Wave tracked hand device
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* Package Changes
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- Now support Unity 2018.4 or newer due to the Asset Store publish restriction
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- https://assetstore.unity.com/publishing/release-updates#accepted-unity-versions-TjfK
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- Remove asmdef files from package archive
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## Changes for v1.13.2:
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* New Features
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- Add support for Wave 4.1
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- Add support for Vive Hand Tracking 0.10
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* Changes
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- Now Grabbable able to be stretch around using 2 grabbers
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- Requires enabling "multiple grabbers" option
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- Able to scale if min/maxScaleOnStretch set to proper values (min < max)
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- Optimize process creating Wave Render Model by reducing redundent instances
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* Bug Fixes
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- Fix Grip axis returns joystick value on Oculus controller (Unity XR only)
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- Fix ControllerRole doesn't map left hand device correctly
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- Fix unable to get Grip/A/B/X/Y button values on Wave controllers (Wave 3.2 only)
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## Changes for v1.13.1:
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* New Features
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- Add support for Wave 4.0
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- New tracked hand rigs API (Experimental)
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- New tooltip framework (Experimental)
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* Known Issue
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- Latest Oculus SDK not compatible (controller not recognized)
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## Changes for v1.12.2:
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* New Features
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- Add ControllerButtonMask to able to mask out multiple buttin input simultaneously
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```csharp
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// return true if right controller trigger or pad button pressed
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ViveInput.GetAnyPress(HandRole.RightHand, new ControllerButtonMask(ControllerButton.Trigger, ControllerButton.Pad))
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// return true if both right controller trigger and pad button pressed
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ViveInput.GetAllPress(HandRole.RightHand, new ControllerButtonMask(ControllerButton.Trigger, ControllerButton.Pad))
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```
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* Bug Fixes
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- Fix error when Wave Essence RenderModel module is installed
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- Fix teleport in wrong height for some device in example 6
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## Changes for v1.12.0:
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* New Features

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