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Releases: ViveSoftware/ViveInputUtility-Unity

Vive Input Utility v1.19.0

07 Feb 06:42
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Changes for v1.19.0:

  • Changes
    • Add support for latest Wave XR plugin
    • Add support for Vive Ultimate Tracker
      • Requires latest Wave XR plugin (AIO) or SteamVR Plugin (PC)
    • Add enum value VRModuleDeviceModel.ViveUltimateTracker

Vive Input Utility v1.18.3

29 Aug 11:14
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Changes for v1.18.3:

  • Changes & Fixes
    • Fix unable to get controller button on OpenVR(SteamVR) platform
      • Seems latest Unity XR Plugin chages behaviour causes not actvating SteamVRv2Module correctly
    • Now recommanded settings button will show up in VIUSettings if there's ignored settings
    • Fix ViveColliderEventCaster button not working in some cases
    • Fix ControllerButton.BKeyTouch typo

Vive Input Utility v1.18.2

18 Aug 10:03
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Changes for v1.18.2:

  • Bug Fixes
    • Fix Meta Pro controller input not handled when using latest Oculus plugin
    • Fix unable to enable platform support in VIU Settings when using latest Unity XR Plugin Management

Vive Input Utility v1.18.1

11 May 05:28
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Changes for v1.18.1:

  • Changes

    • Update compatibility with com.unity.xr.openxr 1.4.2
    • Update compatibility with Oculus Integration v50
      • Handle removal of OVR Avatar
      • Add Quest Pro & Touch Pro support
    • Deprecate old Oculus graphics & quality recommended settings check on newer version
  • Bug Fixes

    • Fix GetPadPressVector/GetPadTouchVector always return zero value
    • Fix missing controller models after suspend/resume
    • Fix Focus 3 controller not recoginzed in OpenXR mode

CAUTION:
Previous commit history have been changed, please reset your local branch to v1.17.0 (on master) or v1.17.0-dev (on develop) before pull.

git reset --hard v1.17.0-dev
git pull develop

Vive Input Utility v1.17.0

27 Apr 03:52
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Changes for v1.17.0:

  • Changes

    • Now support Focus 3 Tracker through VBS
    • Now button for Focus 3 Tracker is mapping to ControllerButton.ApplicationMenu instead of ControllerButton.A
    • Remove Graphic Jobs recommended settings for Wave
      • According to Unity document, Graphics Jobs only supported on certain environment(Vulkan) on Android.
  • Bug Fixes

    • Fix Grabbable object with PoseFreezer calculating wrong pose when the object root is not at (0,0,0)
    • Fix device status for WaveHandTracking doesn't reset correctly

Vive Input Utility v1.16.0

03 Mar 06:49
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Changes for v1.16.0:

  • Changes

    • Add Vive Wrist Tracker support
      • Requires latest Wave XR plugin (v4.3+)
      • Able to work with ViveRole binding system
    • Improve Oculus platform support
      • Now able to recognize Quest 2 controllers (VRModuleDeviceModel.OculusQuest2ControllerLeft/Right)
      • Add new setting options
        • Enable/Disable Oculus Hand Tracking
        • Enable/Disable Oculus Tracked Hand Render Model
        • Enable/Disable Oculus Controller Render Model
        • Enable/Disable Hand Attached to Oculus Controller Render Model
  • Bug fixes

    • Fix HandRole doesn't map other controller role correctly
    • Fix sometimes unable to enable/disable Wave HandTracking/WristTracker features in VIUSettings
    • Fix Oculus SDK Render Model broken when switching back from tracked hand
    • Fix compatibility with older Oculus SDK version

Vive Input Utility v1.15.0

07 Feb 00:32
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Changes for v1.15.0:

  • Changes

    • New OpenXR support options in VIU Settings (experimental)
      • OpenXR Desktop
      • OpenXR Android for WaveXR
      • OpenXR Android for Oculus
    • Add Oculus Quest 2 controller input support
  • Known Issues

    • Oculus SDK Render Model brakes when switch back from tracked hand

Vive Input Utility v1.14.2

10 Jan 12:51
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Changes for v1.14.2:

  • Changes

    • Add compatibility with Vive Wave 4.3
    • Add compatibility with Open XR Plugin
      • Fix ambiguous PoseControl type
    • Remove unused dropdown button for WMR settings
  • Bug Fixes

    • Fix compile error when SteamVR installed and platform is Android
    • Fix RenderModelHook unable to enable/disable custom/fallback render model in some cases

Vive Input Utility v1.14.1

14 Dec 11:18
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Changes for v1.14.1:

  • Changes
    • Add Wave Hand Tracking support (Wave XR Plugin v4.1 or newer required)
    • Add fallback model for ViveFlowPhoneController and ViveFocus3Controller

Vive Input Utility v1.14.0

03 Dec 10:52
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Changes for v1.14.0:

  • Changes

    • Add ability to identify ViveFlowPhoneController
    • Add plain fallback model for ViveFocus3Controller & ViveTracker3
    • Add Input System support
      • Required Input System v1.1.1 installed in project
      • For example, now able to bind v3 position action from HandRole.RightHand device by setting binding path to
        • <VIUSyntheticDeviceLayoutHandRole>{RightHand}/position
    • Add new role type "PrimaryHandRole"
      • PrimaryHand maps first found controller/tracker/trackedhand according to which dominant hand
      • API to control PrimaryHandRole dominant hand:
        • ViveRole.DefaultPrimaryHandRoleHandler.DominantHand
        • ViveRole.DefaultPrimaryHandRoleHandler.SetRightDominantAndRefresh()
        • ViveRole.DefaultPrimaryHandRoleHandler.SetLeftDominantAndRefresh()
        • ViveRole.DefaultPrimaryHandRoleHandler.SwapDominantHandAndRefresh()
  • Bug Fixes

    • Fix LiteCoroutine DelayUpdateCall not working in some cases
    • Fix RenderModelHook shaderOverride not working