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1 | | -# Vive Input Utility for Unity - v1.12.0 |
| 1 | +# Vive Input Utility for Unity - v1.18.1 |
2 | 2 | Copyright (c) 2016-2023, HTC Corporation. All rights reserved. |
3 | 3 |
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4 | 4 |
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| 5 | +## Changes for v1.18.1: |
| 6 | + |
| 7 | +* Changes |
| 8 | + - Update compatibility with com.unity.xr.openxr 1.4.2 |
| 9 | + - Update compatibility with Oculus Integration v50 |
| 10 | + - Handle removal of OVR Avatar |
| 11 | + - Add Quest Pro & Touch Pro support |
| 12 | + - Deprecate old Oculus graphics & quality recommended settings check on newer version |
| 13 | + |
| 14 | +* Bug Fixes |
| 15 | + - Fix GetPadPressVector/GetPadTouchVector always return zero value |
| 16 | + - Fix missing controller models after suspend/resume |
| 17 | + - Fix Focus 3 controller not recoginzed in OpenXR mode |
| 18 | + |
| 19 | + |
| 20 | +## Changes for v1.17.0: |
| 21 | + |
| 22 | +* Changes |
| 23 | + - Now support Focus 3 Tracker through [VBS](https://business.vive.com/us/support/vbs/category_howto/vive-business-streaming.html) |
| 24 | + - Now button for Focus 3 Tracker is mapping to ControllerButton.ApplicationMenu instead of ControllerButton.A |
| 25 | + - Remove Graphic Jobs recommended settings for Wave |
| 26 | + - According to Unity document, Graphics Jobs only supported on certain environment(Vulkan) on Android. |
| 27 | + |
| 28 | +* Bug Fixes |
| 29 | + - Fix Grabbable object with PoseFreezer calculating wrong pose when the object root is not at (0,0,0) |
| 30 | + - Fix device status for WaveHandTracking doesn't reset correctly |
| 31 | + |
| 32 | + |
| 33 | +## Changes for v1.16.0: |
| 34 | + |
| 35 | +* Changes |
| 36 | + - Add **Vive Wrist Tracker** support |
| 37 | + - Requires latest Wave XR plugin (v4.3+) |
| 38 | + - Able to work with ViveRole binding system |
| 39 | + - More Oculus platform support |
| 40 | + - Now able to recognize Quest 2 controllers (VRModuleDeviceModel.OculusQuest2ControllerLeft/Right) |
| 41 | + - Add new setting options |
| 42 | + - Enable/Disable Oculus Hand Tracking |
| 43 | + - Enable/Disable Tracked Hand Render Model |
| 44 | + - Enable/Disable Oculus Controller Render Model |
| 45 | + - Enable/Disable Hand Attached to Oculus Controller Render Model |
| 46 | + |
| 47 | +* Bug fixes |
| 48 | + - Fix HandRole doesn't map other controller role correctly |
| 49 | + - Fix sometimes unable to enable/disable Wave HandTracking/WristTracker features in VIUSettings |
| 50 | + - Fix Oculus SDK Render Model broken when switching back from tracked hand |
| 51 | + - Fix compatibility with older Oculus SDK version |
| 52 | + |
| 53 | + |
| 54 | +## Changes for v1.15.0: |
| 55 | + |
| 56 | +* Changes |
| 57 | + - New OpenXR support options in VIU Settings (experimental) |
| 58 | + - OpenXR Desktop |
| 59 | + - OpenXR Android for WaveXR |
| 60 | + - OpenXR Android for Oculus |
| 61 | + - Add Oculus Quest 2 controller input support |
| 62 | + |
| 63 | +* Known Issues |
| 64 | + - Oculus SDK Render Model brakes when switch back from tracked hand |
| 65 | + |
| 66 | + |
| 67 | +## Changes for v1.14.2: |
| 68 | + |
| 69 | +* Changes |
| 70 | + - Add compatibility with Vive Wave 4.3 |
| 71 | + - Add compatibility with Open XR Plugin |
| 72 | + - Fix ambiguous PoseControl type |
| 73 | + - Remove unused dropdown button for WMR settings |
| 74 | + |
| 75 | +* Bug Fixes |
| 76 | + - Fix compile error when SteamVR installed and platform is Android |
| 77 | + - Fix RenderModelHook unable to enable/disable custom/fallback render model in some cases |
| 78 | + |
| 79 | + |
| 80 | +## Changes for v1.14.1: |
| 81 | + |
| 82 | +* Changes |
| 83 | + - Add Wave Hand Tracking support (Wave XR Plugin v4.1 or newer required) |
| 84 | + - Add fallback model for ViveFlowPhoneController and ViveFocus3Controller |
| 85 | + |
| 86 | + |
| 87 | +## Changes for v1.14.0: |
| 88 | + |
| 89 | +* Changes |
| 90 | + - Add ability to identify ViveFlowPhoneController |
| 91 | + - Add plain fallback model for ViveFocus3Controller & ViveTracker3 |
| 92 | + - Add Input System support |
| 93 | + - Required [Input System](https://docs.unity3d.com/Manual/com.unity.inputsystem.html) installed in project |
| 94 | + - For example, now able to bind v3 position action from HandRole.RightHand device by setting binding path to |
| 95 | + - <VIUSyntheticDeviceLayoutHandRole>{RightHand}/position |
| 96 | + - Add new role type "PrimaryHandRole" |
| 97 | + - PrimaryHand maps first found controller/tracker/trackedhand accrodeing to which dominent hand |
| 98 | + - API to control PrimaryHandRole dominant hand: |
| 99 | + - ViveRole.DefaultPrimaryHandRoleHandler.DominantHand |
| 100 | + - ViveRole.DefaultPrimaryHandRoleHandler.SetRightDominantAndRefresh() |
| 101 | + - ViveRole.DefaultPrimaryHandRoleHandler.SetLeftDominantAndRefresh() |
| 102 | + - ViveRole.DefaultPrimaryHandRoleHandler.SwapDominantHandAndRefresh() |
| 103 | + |
| 104 | +* Bug Fixes |
| 105 | + - Fix LiteCoroutine DelayUpdateCall not working in some cases |
| 106 | + - Fix RenderModelHook shaderOverride not working |
| 107 | + |
| 108 | + |
| 109 | +## Changes for v1.13.4: |
| 110 | + |
| 111 | +* Changes |
| 112 | + - Add static API to retrieve pinch ray from Wave SDK |
| 113 | + - WaveHandTrackingSubmodule.TryGetLeftPinchRay(out Vector3 origin, out Vector3 direction) |
| 114 | + - WaveHandTrackingSubmodule.TryGetLeftPinchRay(out Vector3 origin, out Vector3 direction) |
| 115 | + - Returns true if the pinch ray is currently valid, that is having valid tracking and the app got input focus |
| 116 | + - Add 4 fingers curl & grip button values for Wave tracked hand device |
| 117 | + - Change GestureIndexPinch button active threshold from 0.95 to 0.5 for Wave tracked hand device |
| 118 | + |
| 119 | +* Package Changes |
| 120 | + - Now support Unity 2018.4 or newer due to the Asset Store publish restriction |
| 121 | + - https://assetstore.unity.com/publishing/release-updates#accepted-unity-versions-TjfK |
| 122 | + - Remove asmdef files from package archive |
| 123 | + |
| 124 | + |
| 125 | +## Changes for v1.13.2: |
| 126 | + |
| 127 | +* New Features |
| 128 | + - Add support for Wave 4.1 |
| 129 | + - Add support for Vive Hand Tracking 0.10 |
| 130 | + |
| 131 | +* Changes |
| 132 | + - Now Grabbable able to be stretch around using 2 grabbers |
| 133 | + - Requires enabling "multiple grabbers" option |
| 134 | + - Able to scale if min/maxScaleOnStretch set to proper values (min < max) |
| 135 | + - Optimize process creating Wave Render Model by reducing redundent instances |
| 136 | + |
| 137 | +* Bug Fixes |
| 138 | + - Fix Grip axis returns joystick value on Oculus controller (Unity XR only) |
| 139 | + - Fix ControllerRole doesn't map left hand device correctly |
| 140 | + - Fix unable to get Grip/A/B/X/Y button values on Wave controllers (Wave 3.2 only) |
| 141 | + |
| 142 | + |
| 143 | +## Changes for v1.13.1: |
| 144 | + |
| 145 | +* New Features |
| 146 | + - Add support for Wave 4.0 |
| 147 | + - New tracked hand rigs API (Experimental) |
| 148 | + - New tooltip framework (Experimental) |
| 149 | + |
| 150 | +* Known Issue |
| 151 | + - Latest Oculus SDK not compatible (controller not recognized) |
| 152 | + |
| 153 | + |
| 154 | +## Changes for v1.12.2: |
| 155 | + |
| 156 | +* New Features |
| 157 | + - Add ControllerButtonMask to able to mask out multiple buttin input simultaneously |
| 158 | +```csharp |
| 159 | +// return true if right controller trigger or pad button pressed |
| 160 | +ViveInput.GetAnyPress(HandRole.RightHand, new ControllerButtonMask(ControllerButton.Trigger, ControllerButton.Pad)) |
| 161 | + |
| 162 | +// return true if both right controller trigger and pad button pressed |
| 163 | +ViveInput.GetAllPress(HandRole.RightHand, new ControllerButtonMask(ControllerButton.Trigger, ControllerButton.Pad)) |
| 164 | +``` |
| 165 | + |
| 166 | +* Bug Fixes |
| 167 | + - Fix error when Wave Essence RenderModel module is installed |
| 168 | + - Fix teleport in wrong height for some device in example 6 |
| 169 | + |
5 | 170 | ## Changes for v1.12.0: |
6 | 171 |
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7 | 172 | * New Features |
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