NEW HVR 2.9.1f
This commit is contained in:
@@ -1,82 +1,71 @@
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2.8.4
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2.9.1f
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Fixed an issue with the version update check logic that was refreshing the asset database after compiles.
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Fixed HVRStringSocketFilter / HVRStringSocketable filtering pair.
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Fixed shoulder socket not working when moving forward.
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Distance Grab Updates:
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Force Pull logic re-worked using kinematics that takes into account mass, gravity, and hand velocity.
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Force Pull Settings updated with Max Acceleration Force, Max Speed, Damping speed parameters to control behaviour.
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2.9.1e
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New:
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HVRGrabbable: new overridable function CanHandGrab for grab filtering.
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HVRHandGrabFilter - abstract base class for modular hand grab filtering
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HVRGrabHandFilter - new component for hvrgrabbable to limit which hand can grab
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Example scene updated for grab hand filter
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2.9.1d
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Fix Oculus and WMR menu button bindings for OpenXR
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Fix HVRCockingHandle to handle initial grab offset better
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2.9.1c - Fixed two hand strength overrides not resetting on release.
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2.9.1b - Small bug fix in new editor script.
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2.91
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Fixed bug where the grab joint might end up on the wrong game object if the grabbable was a child of the rigidbody.
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Fixed player controller to take into account the angle of the surface the player is standing on.
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Fixed bug where child grabbables could be grabbed if their MasterGrabbable was socketed.
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Added backpack rigs to hexabody integration.
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Hand Strength Updates:
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JointSettings on the hand and grabbable components are now deprecated, they will continue to work but will be removed in a future update.
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PDStrength scriptable object is the replacement containing only the fields that are pertinent to the PD Controlled hands.
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Fields that reference an existing PDStrength asset will display the editor in place for quick editing.
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The following fields are added to replace the old ones:
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HVRJointHand.Strength
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HVRHexaBodyHands.Strength|OneHandedClimbStrength|TwoHandedClimbStrength
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HVRGrabbable.OneHandStrength|TwoHandStrength
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Included rig and hand prefabs are updated.
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Teleporter: Momentum is now maintained for the hands and held objects when teleporting.
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Physics hands now account for teleporter jumping large distances.
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HVRSocketLink:
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Permanently links a grabbable to a socket with optional return time lerping.
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Replaces the now deprecated grabbable fields StartingSocket/LinkStartingSocket.
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Filter setup is not required as the socket will only accept the linked object.
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Example scene updated with socket example. Backpack on rig prefab updated.
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Hand Grab "Pull" sequence is improved and should be smoother, especially after a distance grab is executed.
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HVRSocket: all rb properties restored when RemoveRigidbody mode is used.
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HVRPlayerInputs: ForceGrabber activated options updated with GripAndTrigger, Trigger, GripOrTrigger.
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HVRHandImpactHaptics: MaxForce used in haptic amplitude calculation will default to the hand's max force value.
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HVRGunBase: added hit collider, rigidbody, and distance to the arguments passed to the Hit event.
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HVRStringSocketFilter and HVRStringSocketable updated to hash it's string value for performance.
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HVRPlayerController:
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- Added GroundedRadiusFactor which will multiply with the player capsules radius for the grounded sphere cast check.
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- Horizontal ground movement will take into consideration the angle of the ground the player is on.
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2.9
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HVRGrabbable : Added 'BreakDistanceSource' [NoDistanceCheck, Hand, Controller] to control the distance check against the object, or to prevent dropping from distance altogether.
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Fixed grab indicators showing up even if they were marked disabled on the HVRGrabbable.
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Fixed issue where CockingHandle would not lock forward if the controller was too far forward of the grab point.
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2.8.3.1
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OpenXR - added package check and update helper if 1.3 and higher version isn't detected.
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VRIK Setup - fix IK solve at setup end when avatar spine isn't using normal forward / right vectors.
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Adjust force grab default max force (was too strong for hexabody)
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2.8.3
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Fixed GC alloc in the socket detection
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HVRControllerOffset will smoothly move / rotate to the grab points offset value instead of immediately snapping.
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Tweaked force grabber to bring the object closer to the hand before the hand takes over.
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Updated Hand Setup Wizard instructions to be more clear.
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2.8.2
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HurricaneVR extra dll's have been collapsed into a single final dll 'HurricaneVR.Framework'
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Fix HVRStabber when the tip / base transforms aren't directly a child of the stabber
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Fix HVRTeleporter capsule overlap check math that was failing at small capsule sizes.
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Fix grabbing when the hand was set to toggle grab mode but the grabbable was set to Active mode.
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Improved post teleport hand / held object positioning if the user rotated the player to a new direction.
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HVRSocket - scale grabbable defaulted to false
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Added basic EmeraldAI (v3) integration scene
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HVRSettings - new DisableHaptics toggle
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HVRPhysicsDial - fixed anchor to start at 0,0,0
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2.8
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Fixed socket container grabber (example scene chest uses this)
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Fixed impact component when rigidbody is missing
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Fixed socket hover scale not completely hitting it's target scale size.
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Fixed post teleport grabbable dropping due to the break distance check triggering
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Fixed hand rotation post manual teleport
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Fixed hand animator bug where finger curls were not properly applied to secondary poses.
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Fixed hand animator to respect individual blend pose speeds.
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Fixed gravity gloves adding Y force after a auto catch.
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Fixed bug in custom hand setup wizard if hand didn't have tip transforms already.
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Greatly improved post teleport collision handling
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Improved post collision sweep after hand max distance reached
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HandPoser blends with Speed of 0 will immediately lerp and not use smoothing to the target pose.
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Demo SMG and Pistol trigger poses updated with speed of 0.
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Suggested default MaxAngularSpeed reduced to 30.
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HVRStabber Optimized GC allocation by caching stabbable colliders on start for reuse
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HVRHandGrabber
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Pusher [Box Collider] & PushoutTime [float] : optional box collider (generated automatically if not supplied) that will grow from zero to max size over PushoutTime.
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Used when Hand goes to retrieve an object to ensure the hand doesn't get stuck in collision geometry.
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Used after overlap clearance with a dropped object times out and is still overlapping to push the stuck object out of the hand.
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Used after release if collisions were disabled on the hand while holding an object.
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Users can start the push sequence by calling StartPushing if desired.
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Pull Sequence Changes:
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If pulling a grabbed object to the hand times out while trying to orient to the pose position, the hand will go retrieve
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the object if the remaining angle difference is greater than "Move Threshold". This should help prevent objects getting stuck
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when the fixed joint is created with the hand.
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HVRGrabbable:
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OverrideMaxDistanceBehaviour & MaxDistanceBehaviour to override what happens after the hand gets to far from the controller.
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LinkedGrabbables: additional grabbables that might be on the same rigidbody to consider it a two hand grab.
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InstantHandPose: If true, the removed object will instantly be orienated based on it's pose. Large sockets in demo scene enabled.
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GrabBehaviour: override the Hand's "Pull or Hand Grab's" behaviour. (Default, PullToHand, HandRetrieves)
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FinalJointMaxAngle defaulted to 15.
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FinalJointTimeout defaulted to .25 seconds.
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HVRSocket
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DisableCollision: If false socketed objects maintain their collision, used only for static or kinematic rb sockets.
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InstantHandPose: If true, the removed object will instantly be orienated based on it's pose. Large sockets in demo scene enabled.
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Added HVRPoseZone: Uses a provided HVRHandPoser to pose the hand when the hand enters the overlap zone.
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Demo KeyPad updated with a pose zone example.
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HVRSocket: New 'PoseTag' field which links with HVRSocketable Poses field for saving orientation when socketed.
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HVRSocketable: New Poses field with inspector interface to help save orientations for different socket types.
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HVRGunBase: Added Hit event which passes the gun, hitpoint, normal, and direction variables.
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HVRHandAnimator: Added 'HandOverride' transform field, allows HVRPosableHand component to be on a different component. VRIK IK targets is one example.
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Bow: Fixed hand collision being re-enabled to early with the arrow.
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Hand Prefabs: Added trigger collider with HVRHandTrigger component for easy hand detection by other components (HVRPoseZone).
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Example Shotgun: modified two hand hold strengths to prevent forehand from moving the shotgun backward to easily.
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@@ -18,6 +18,9 @@ MonoBehaviour:
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WMR:
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Position: {x: 0, y: 0, z: 0}
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Rotation: {x: 40, y: 0, z: 0}
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Pico:
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Position: {x: 0.01, y: 0.01, z: 0.01}
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Rotation: {x: 10, y: 0, z: 0}
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OculusSteamVR:
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Position: {x: -0.001, y: -0.005, z: -0.05}
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Rotation: {x: 40, y: 0, z: 0}
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Reference in New Issue
Block a user