82 lines
4.5 KiB
Plaintext
82 lines
4.5 KiB
Plaintext
2.8.4
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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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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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Hand Grab "Pull" sequence is improved and should be smoother, especially after a distance grab is executed.
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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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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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