Releases: ViveSoftware/ViveInputUtility-Unity
Releases · ViveSoftware/ViveInputUtility-Unity
Vive Input Utility v1.19.0
Vive Input Utility v1.18.3
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
- Fix unable to get controller button on OpenVR(SteamVR) platform
Vive Input Utility v1.18.2
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
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
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
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
- Add Vive Wrist Tracker support
-
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
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
- New OpenXR support options in VIU Settings (experimental)
-
Known Issues
- Oculus SDK Render Model brakes when switch back from tracked hand
Vive Input Utility v1.14.2
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
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
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