VR模拟枪支打靶,消灭鬼怪,换弹以及上弦等等硬核枪支操作。 使用HTCVive设备,开启SteamVR进行游玩。
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# Vive Input Utility for Unity - v1.8.3
Copyright (c) 2016-2018, HTC Corporation. All rights reserved.
## Changes for v1.8.3:
* Improvement
- Improve simulator module
- Add instruction UI
- Add group control (devices move alone with camera)
- See [Simulator](https://github.com/ViveSoftware/ViveInputUtility-Unity/wiki/Simulator) for more detail
![VIUSettings in Preference window](https://github.com/ViveSoftware/ViveInputUtility-Unity/blob/gh-pages/assets/img/simulator_01.png)
- Add ReticlePose.IReticleMaterialChanger interface, better way to indicate different type of pointing object
- Now you can setup default reticle material in ReticlePose property
![VIUSettings in Preference window](https://github.com/ViveSoftware/ViveInputUtility-Unity/blob/gh-pages/assets/img/retical_mat_changer_default_setup.png)
- Setup reticle material property in component that implement IReticleMaterialChanger
![VIUSettings in Preference window](https://github.com/ViveSoftware/ViveInputUtility-Unity/blob/gh-pages/assets/img/retical_mat_changer_walkable_setup.png)
- Add support for WaveVR SDK v2.0.37
* Bug fix
- Fix tracking device pose not applying scale from the origin transform
- Fix SteamVRModule reporting wrong input-focus state
- Fix ViveRigidPoseTracker broke after re-enabled
- Fix PoseModifier not work correctly ordered by priority value
## Changes for v1.8.2
* Bug fix
- Fix define symbols sometimes not handle correctly when switching build target
- Disable vr support if device list is empty
- Add code to avoid NullReferenceException in VRModule
- Add SetValueByIndex method to IndexedTable
- Fix StickyGrabbable not working in certain cases
## Changes for v1.8.1:
* New features
- VIVE Focus Support
- Required Unity 5.6 or later version
- Download and install WaveVR SDK Unity plugin from https://hub.vive.com/profile/material-download
- Enable VIVE Focus support under Edit > Preference > VIU Settings
* Bug fix
- Fix no tracking devices dectected when SteamVR plugin v1.2.3 is installed
- Fix compile error in Unity 2018.1
- Fix VIUSettings changes not saved into asset data file
## Changes for v1.8.0:
* New features
- Daydream Support
- Simulator
- New VIU Settings to easy setup project supporting device
- Open from Editor -> Preferences -> VIU Settings
![VIUSettings in Preference window](https://github.com/ViveSoftware/ViveInputUtility-Unity/blob/gh-pages/assets/img/viusettings_preview_01.png)
* Improvement
- Now compatible with SteamVR v1.1.1~v1.2.3
- Move some properties into VIU Settings
- Removed:
- ViveRoleBindingHelper.OverrideConfigPath
- ViveRoleBindingHelper.BindingConfig.apply_bindings_on_load
- ViveRoleBindingHelper.BindingConfig.toggle_interface_key_code
- ViveRoleBindingHelper.BindingConfig.toggle_interface_modifier
- ViveRoleBindingHelper.BindingConfig.interface_prefab
- Replaced with:
- VIUSettings.bindingConfigFilePath
- VIUSettings.autoLoadBindingConfigOnStart
- VIUSettings.bindingInterfaceSwitchKey
- VIUSettings.bindingInterfaceSwitchKeyModifier
- VIUSettings.bindingInterfaceObject
* Bug fix
- Fix compiler error caused by wrong define symbols.
* VIU Settings
- Setting changes is saved in project resource folder named VIUSettings.asset.
- VIU Settings will load default setting automatically if VIUSettings.asset resource not found.
* Daydream Support
- Requires Android platform support, Unity 5.6 or later and GoogleVR plugin.
- Requires checking the Daydream support toggle in Edit -> Preferences -> VIUSettings
- Beware of Daydream controller have less buttons.
- Remember to define and give the VR origin a headset height for Daydream device user.
* Simulator
- Simulator is a fake VRModule that spawn/remove fake devices, create fake tracking and fake input events.
- Requires checking the Simulator support toggle in Edit -> Preferences -> VIUSettings
- Simulator only enabled when no VR device detected.
- There are 2 ways to manipulate the fake devices
- Handle events by script manually
- HTC.UnityPlugin.VRModuleManagement.VRModule.Simulator.onUpdateDeviceState
- Invoked each frame when VRModule performs a device state update
- Write device state into currState argument to manipulate devices
- Read-only argument prefState preserved device state in last frame
- Use Keyboard-Mouse control (can be disabled in VIUSettings)
- Add/Remove/Select devices
- [0~9] Add and select device N if device N is not selected, otherwise, deselect it
- [` + 0~5] Add and select device 10+N if device 10+N is not selected, otherwise, deselect it
- [Shift + 0~9] Remove and deselect device N
- [Shift + ` + 0~5] Remove and deselect device 10+N
- Control selected device
- [W] Move selected device forward
- [S] Move selected device backward
- [D] Move selected device right
- [A] Move selected device left
- [E] Move selected device up
- [Q] Move selected device down
- [C] Roll+ selected device
- [Z] Roll- selected device
- [X ] Reset selected device roll
- [ArrowUp] Pitch+ selected device
- [ArrowDown] Pitch- selected device
- [ArrowRight] Yaw+ selected device
- [ArrowLeft] Yaw- selected device
- [MouseMove] Pitch/Yaw selected device
- [MouseLeft] Press Trigger on selected device
- [MouseRight] Press Trackpad on selected device
- [MouseMiddle] Press Grip on selected device
- [Hold Shift + MouseMove] Touch Trackpad on selected device
- Control HMD
- [T] Move hmd forward
- [G] Move hmd backward
- [H] Move hmd right
- [F] Move hmd left
- [Y] Move hmd up
- [R] Move hmd down
- [N] Roll+ hmd
- [V] Roll- hmd
- [B] Reset hmd roll
- [I] Pitch+ hmd
- [K] Pitch- hmd
- [L] Yaw+ hmd
- [J] Yaw- hmd
- Notice that when the simulator is enabled, it is started with 3 fake device
- [0] HMD (selected)
- [1] Right Controller
- [2] Left Controller
## Changes for v1.7.3:
* Bug fix
- [VRModule] Fix compile error in OculusVRModule.cs #14
- [Pointer3D] Fix **IPointerExit** not handled correctly when disabling a raycaster #16
- [Pointer3D] Fix **IPointerPressExit**, **IPointerUp** doesn't execute in some cases
- Add **Pointer3DEventData.pressProcessed** flag to ensure Down/Up processed correctly
* Improvement
- Add new struct type **HTC.UnityPlugin.Utility.RigidPose** to replace **HTC.UnityPlugin.PoseTracker.Pose**
- Utility.RigidPose inherit all members in PoseTracker.Pose
- Add forward, up, right property getter
- Obsolete struct **HTC.UnityPlugin.PoseTracker.Pose** (will be removed in future version) to avoid type ambiguous with UnityEngine.Pose (new type in Unity 2017.2)
- If you somehow want to using HTC.UnityPlugin.PoseTracker and UnityEngine.Pose in your script at the same time, please use full type name or add type alias to avoid ambiguous compile error
``` csharp
using HTC.UnityPlugin.PoseTracker;
using UnityEngine;
using Pose = UnityEngine.Pose;
public class MyPoseTracker : BasePoseTracker
{
public Pose m_pose;
...
}
```
- Change some recommended setting value
- Now binding interface switch is recommended as enable only if Steam VR plugin is imported
- Now external camera interface switch is recommended as enable only if Steam VR plugin is imported
- Now VIU system game object will be auto generated only if nessary
## Changes for v1.7.2:
* New features
- Add recommended VR project settings notification window
* Bug fix
- Fix compile error in Unity 5.5/5.6
- [VRModule] Fix UnityEngineVRModule not removing disappeared device correctly
- In Unity 2017.2, InputTracking.GetNodeStates sometimes returns ghost nodes at the beginning of play mode.
- [Teleportable] Remove a potential null reference
- This happens when SteamVR plugin is imported and no SteamVR_Camera exist.
* Improvement
- [Pointer3D] Now Pointer3DInputModule shows status in EventSystem's inspector preview window
- [Pointer3D] Let Pointer3DInputModule behave more consistent with StandaloneInputModule
- Now IPointerEnterHandler / IPointerExitHandler only triggered once for each pointer, pressing buttons won't trigger Enter/Exit anymore.
- [Pointer3D] Add IPointer3DPressEnterHandler / IPointer3DPressExitHandler
- Their behaviours are like IPointerEnterHandler/IPointerExitHandler, but press enter happend when the button is pressed and moved in, and press exit on button released or pointer moved out.
- [SteamVRCameraHook] Fix not expending head-eye-ear correctly
- [VRModule] Fix update timing issue
- This fix VivePoseTracker tracking is delayed in editor playing mode.
## Changes for v1.7.1:
* New features
- [ExternalCameraHook] Add externalcamera.cfg config interface
- The interface is built into project when VIU_EXTERNAL_CAMERA_SWITCH symbol is defined.
- It is automatically activated with the external camera quad view.
![External Camera Config Interface](https://github.com/ViveSoftware/ViveInputUtility-Unity/blob/gh-pages/assets/img/external_camera_config_interface.png)
* Changes
- Now you can fully disable the binding interface switch by removing the VIU_BINDING_INTERFACE_SWITCH symbol
- That means nologer
* Bug fix
- [ViveRole] Fix HandRole.ExternalCamera not mapping to tracker in some cases
- [ViveRole] Fix ViveRole.IMap.UnbindAll() to work correctly
- [BindingInterface] Fix some info updating and animation issue
- [VivePose] Now GetPose returns Pose.identity instead of default(Pose) for invalid device
## Changes for v1.7.0:
* New features
- Add notification when new version released on [Github](https://github.com/ViveSoftware/ViveInputUtility-Unity/releases).
- Add **VRModule** class to bridge various VR SDK. It currently supports SteamVR plugin, Oculus VR plugin and Unity native VR/XR interface.
- **void VRModule.Initialize()**: Create and initilize VRModule manager instance.
- **VRModuleActiveEnum VRModule.activeModule**: Returns the activated module.
- **IVRModuleDeviceState VRModule.GetCurrentDeviceState(uint deviceIndex)**: Returns the virtual VR device status.
- **event NewPosesListener VRModule.onNewPoses**: Invoked after virtual VR device status is updated.
- **event DeviceConnectedListener VRModule.onDeviceConnected**: Invoked after virtual VR device is connected/disconnected.
- **event ActiveModuleChangedListener VRModule.onActiveModuleChanged**: Invoked when a VR module is activated.
- New binding interface using overlay UI. By default, the binding interface can be enabled by pressing RightShift + B in play mode.
- ![Binding UI](https://github.com/ViveSoftware/ViveInputUtility-Unity/blob/gh-pages/assets/img/binding_ui_preview_01.png)
- ![Binding UI](https://github.com/ViveSoftware/ViveInputUtility-Unity/blob/gh-pages/assets/img/binding_ui_preview_02.png)
- ![Binding UI](https://github.com/ViveSoftware/ViveInputUtility-Unity/blob/gh-pages/assets/img/binding_ui_preview_03.png)
- Add define symbols
- **VIU_PLUGIN**: Defined when Vive Input Utility plugin is imported in the project.
- **VIU_STEAMVR**: Defined when SteamVR plugin is imported in the project.
- **VIU_OCULUSVR**: Defined when OculusVR plugin (OVRPlugin) is imported in the project.
- **VIU_BINDING_INTERFACE_SWITCH**: Define it to let the project be able to switch binding interface by pressing RightShift + B in play mode.
- **VIU_EXTERNAL_CAMERA_SWITCH**: Define it to let the project be able to switch external camera quad view by pressing RightShift + M in play mode.
- Add new role HandRole.ExternalCamera (Alias for HandRole.Controller3).
- By default, it is mapping to the 3rd controller, if 3rd controller not available, then mapping to the first valid generic tracker.
- ExternalCameraHook uses mapping as the default tracking target.
* New componts
- [ViveInputVirtualButton] Use this helper component to combine multiple Vive inputs into one virtual button.
* Improvement
- [ViveInput] Add more controller buttons, use ViveInput.GetPress(role, buttonEnum) to get device button stat
- **System** (Only visible when sendSystemButtonToAllApps option is on)
- **Menu**
- **MenuTouch**
- **Trigger**
- **TriggerTouch**
- **Pad**
- **PadTouch**
- **Grip**
- **GripTouch**
- **CapSenseGrip**
- **CapSenseGripTouch**
- **AKey**
- **AKeyTouch**
- **OuterFaceButton** (Alias for Menu)
- **OuterFaceButtonTouch** (Alias for MenuTouch)
- **InnerFaceButton** (Alias for Grip)
- **InnerFaceButtonTouch** (Alias for GripTouch)
- [ViveInput] Add controller axis enum, use ViveInput.GetAxis(role, axisEnum) to get device axis value
- **PadX**
- **PadY**
- **Trigger**
- **CapSenseGrip**
- **IndexCurl**
- **MiddleCurl**
- **RingCurl**
- **PinkyCurl**
- [ViveRole] Role mapping/binding mechanism is improved and become more flexible.
- Now different devices can bind to same role at the same time.
- If a unconnected device is bound to a role, that role can still map to other connected device.
- [ViveRole] Obsolete functions that retrieve device status and property, use static API in VRModule instead.
- **ViveRole.TryGetDeviceIndexBySerialNumber**: Use VRModule.TryGetDeviceIndex instead.
- **ViveRole.GetModelNumber**: Use VRModule.GetCurrentDeviceState(deviceIndex).modelNumber instead
- **ViveRole.GetSerialNumber**: Use VRModule.GetCurrentDeviceState(deviceIndex).serialNumber instead
- **ViveRole.GetDeviceClass**: Use VRModule.GetCurrentDeviceState(deviceIndex).deviceClass instead
- [ViveRoleBindingsHelper] Now will automatically load bindings from "vive_role_bindings.cfg", no need to be in the scene to work.
- [RenderModelHook] Add override model and shader option.
- [ExternalCameraHook] Now ExternalCameraHook will track the HandRole.ExternalCamera by default.
- [ExternalCameraHook] Now will be added into scene automatically if "externalcamera.cfg" exist when start playing, no need to add to scene manually.
- [ExternalCameraHook] You can now enable static External Camera quad view (without tracking to a device) if
1. VIU_EXTERNAL_CAMERA_SWITCH symbol is defined.
2. externalcamera.cfg exist.
3. RightShift + M pressed in play mode.
- [BasicGrabbable, StickyGrabbable, Draggable] Add unblockable grab/drag option.
* Bug fix
- [ViveRoleProperty] Fix not handling serialized data right in inspector.
- [PoseEaser] Now use unscaled time instead to avoid from being effected by time scale.
## Changes for v1.6.4:
* Resloves tracking pose not updating in Unity 5.6
* Add SnapOnEnable option to ViveRigidPoseTracker component
* Add mouse button mapping options to ViveRaycaster component
* Fix crashes when clicking dropdown UI in RoleBindingExample scene
* Fix auto-bake-lightmap errors in example scenes
* Correct rigidbody null check in Draggable and Grabbable scripts
## Changes for v1.6.3:
* Fix ViveRoleProperty returns wrong type & value [issue#9](https://github.com/ViveSoftware/ViveInputUtility-Unity/issues/9)
* Now Teleportable component will find target & pivot automatically [issue#8](https://github.com/ViveSoftware/ViveInputUtility-Unity/issues/8)
* Remove warning in LineRenderer
## Changes for v1.6.2:
* Fix remapping errors from HandRoleHandler [issue#1](https://github.com/ViveSoftware/ViveInputUtility-Unity/issues/1)
* Fix ViveRoleProperty.ToRole always returns Invalid [issue#6](https://github.com/ViveSoftware/ViveInputUtility-Unity/issues/6)
* Fix ViveRaycaster not working when app loses focus [issue#7](https://github.com/ViveSoftware/ViveInputUtility-Unity/issues/7)
## Changes for v1.6.0:
* New ViveRole System
- ViveRole is a mapping system that relate logic roles to OpenVR device indices.
- Each role has their own auto-mapping logic, and binding API allow user to customize the relation.
- Both mapping (role, device index) binding (role, device serial number) are one-on-one relation
- When a device serial number is binding to a role, it means that role is always mapping to the specific device
- If the bound device is disconnected, the bound role will not mapping to any device index (invalid).
- Currently there are 4 built-in roles:
- DeviceRole: role that mapping to all 16 devices, ordered exactly same as device index.
- HandRole: role related to standard Vive controllers, with basic RightHand/LeftHand recognition.
- TrackerRole: role related to Vive trackers, first conntected tracker will be mapping to Tracker1.
- BodyRole: role related to devices that tracking human limbs.
- Creating custom role in an instant by adding ViveRoleEnumAttribute to your enum type
- Customizing auto-mapping logic by implementing ViveRoleHandler\<EnumType\> and call ViveRole.AssignMapHandler()
* New query APIs that accept any ViveRoles, ex.
- Use ViveRole.GetDeviceIndexEx(TrackerRole.Tracker1) to get tracker's device index.
- Use VivePose.GetPoseEx(TrackerRole.Tracker1) to get tracker's tracking data
- Use ViveInput.GetPressEx(TrackerRole.Tracker1, ControllerButton.Trigger) to get tracker's trigger event.
- Use ViveInput.AddListenerEx(TrackerRole.Tracker1, ControllerButton.Trigger, ButtonEventType.Press) to listen tracker's trigger event.
* New sample scene "RoleBindingExample"
- This sample scene demonstrate how to bind device a role and save/load those bindings
* New ViveRoleBindingsHelper helper component
- Adding this component to scene to auto-load bindings.
- Call function SaveRoleBindings(filePath) to save bindings manually.
- Call function LoadRoleBindings(filePath) to load bindings manually.
* New RenderModelHook helper component
- This script creates and handles SteamVR_RenderModel, so you can show render model specified by ViveRole insdead of device index.
* New ExternalCameraHook helper component
- This script creates and handles SteamVR_ExternalCamera, and let camera tracking device specified by ViveRole insdead of device index.
- Setup step-by-step
1. Add a file called externalcamera.cfg in the root of your project. (the config file sample can be found [here](https://steamcommunity.com/app/358720/discussions/0/405694031549662100/))
2. Add ExternalCameraHook component into your scene. (don't remove the auto-generated SteamVR_Render component)
3. Select ExternalCameraHook gameobject and set the device role in inspector. (or set in script, ex. ExternalCameraHook.viveRole.SetEx(TrackerRole.Tracker1))
- If you are using 3rd Vive standard controller as external camera, set to HandRole.Controller3 (recommended)
- If you are using ViveTracker as external camera, set to TrackerRole.Tracker1 (recommended)
4. (Optional) Bind the external camera tracking device to the role
1. Open "RoleBindingExample" scene
2. Scan the specific device (for external camera)
3. Bind to the specific role (ex. HandRole.Controller3 or TrackerRole.Tracker1)
4. Save bindings
5. Back to your project scene
6. Add ViveRoleBindingsHelper component into your scene. (to load bindings automatically)
7. Now external camera should always tracking at the device you wanted.
## Changes for v1.5.3:
* Make compatible with SteamVR plugin 1.2.1
* Fix a bug in ColliderEventCaster that cause crash when disabling event caster and handling events at the same time.
* Change default teleportButton in Teleportable to TeleportButton.Pad instead of TeleportButton.Trigger
* Containers optimize
- Re-write IndexedTable, should be more efficient
- Add read-only interface
## Changes for v1.5.2:
* Make compatible with SteamVR plugin 1.2.0
## Changes for v1.5.1:
* Update guide document
- Reveal used namespace in some example scripts.
- Add ready-to-used component list.
* New controllers prefab that handles both hand EventRaycaster, ColliderEventCaster, guidelines and models
- Hide controllers' models when grabbing or dragging
- Enable EventRaycaster on pad touched, otherwise enable ColliderEventCaster
* Pointer3D
- Expose Pointer3DRaycaster at Pointer3DEventData.raycaster, to get Raycaster from eventData easily.
- Move dragThreshold and clickInterval settings from Pointer3DInputModule to Pointer3DRaycaster.
- Re-design RaySegmentGenerator. Now RaycastMode setting is replaced by applying ProjectionGenerator & ProjectileGenerator component with Pointer3DRaycaster.
Add or enable only one generator at a time, or which generator used by the raycaster is unexpected.
Also customize your own generators by implementing BaseRaySegmentGenerator.
* ColliderEvent
- Now OnColliderEventClick won't invoke if caster has leaved the pressed object.
- Fix a bug in ColliderEventCaster that doesn't handle hovered colliders correctly.
- Fix a bug that ColliderEventCaster doesn't handle event correctly when disable.
- Add ColliderEventTrigger component, work just like built-in EventTrigger
* Add Pointer3DEventData extensions
```csharp
Pointer3DRaycaster PointerEventData.GetRaycaster3D()
bool PointerEventData.TryGetRaycaster3D(out Pointer3DRaycaster raycaster)
TRaycaster3D PointerEventData.GetRaycaster3D<TRaycaster3D>()
bool PointerEventData.TryGetRaycaster3D<TRaycaster3D>(out TRaycaster3D raycaster)
```
* Add ColliderEventData extensions
```csharp
TEventCaster ColliderEventData.GetEventCaster<TEventCaster>()
bool ColliderEventData.TryGetEventCaster<TEventCaster>(out TEventCaster eventCaster)
```
* Add VivePointerEventData extensions
```csharp
bool PointerEventData.IsViveButton(HandRole hand)
bool PointerEventData.IsViveButton(ControllerButton button)
bool PointerEventData.IsViveButton(HandRole hand, ControllerButton button)
bool PointerEventData.TryGetViveButtonEventData(out VivePointerEventData viveEventData)
```
* Add ViveColliderEventData extensions
```csharp
bool ColliderEventData.IsViveButton(HandRole hand)
bool ColliderEventData.IsViveButton(ControllerButton button)
bool ColliderEventData.IsViveButton(HandRole hand, ControllerButton button)
bool ColliderEventData.TryGetViveButtonEventData(out ViveColliderButtonEventData viveEventData)
bool ColliderAxisEventData.IsViveTriggerValue()
bool ColliderAxisEventData.IsViveTriggerValue(HandRole hand)
bool ColliderAxisEventData.TryGetViveTriggerValueEventData(out ViveColliderTriggerValueEventData viveEventData)
bool ColliderAxisEventData.IsVivePadAxis()
bool ColliderAxisEventData.IsVivePadAxis(HandRole hand)
bool ColliderAxisEventData.TryGetVivePadAxisEventData(out ViveColliderPadAxisEventData viveEventData)
```
* Improve BasicGrabbable component, and Draggable(in 3D Drag example) as well
- Now grabbed object can collide properly into other colliders.
- Now handles multiple grabbers.
- Add speed factor parameter to adjast grabbed object following speed.
- Add afterGrabbed & beforeRelease event handler.
* Add dragging state material in MaterialChanger.
* Fix a bug in Teleportable so that GuideLineDrawer won't draw in wrong position.
* New containers in Utiliy
```csharp
IndexedSet<TKey> // container that combinds set and list, order is not preserved, removing complexity is O(1)
OrderedIndexedSet<TKey> // container that combinds set and list, order is preserved, removing complexity is O(N)
IndexedTable<TKey, TValue> // container that combinds dictionary and list, order is not preserved, removing complexity is O(1)
OrderedIndexedTable<TKey, TValue> // container that combinds dictionary and list, order is preserved, removing complexity is O(N)
```
## Changes for v1.5.0:
* Add new raycast mode for Pointer3DRaycaster
- Default : one simple raycast
- Projection : raycast in a constant distance then raycast toward gravity
- Projectile : raycast multiple times alone the projectile curve using initial velocity
* Add ViveInput.GetCurrentRawControllerState and ViveInput.GetPreviousRawControllerState.
* BaseRaycastMethod now registered into Pointer3DRaycaster at Start instead of Awake.
* Remove RequireComponent(typeof(BaseMultiMethodRaycaster)) attribute from BaseRaycastMethod.
* Pointer3DRaycaster now registered into Pointer3DInputModule at Start instead of Awake.
* EventCamera for Pointer3DRaycaster now place at root, instead of child of Pointer3DRaycaster.
* New ColliderEventSyatem. Hover thins using collider (instead of raycast), send button events to them, handle events by EventSystem-like handlers.
- IColliderEventHoverEnterHandler
- IColliderEventHoverExitHandler
- IColliderEventPressDownHandler
- IColliderEventPressUpHandler
- IColliderEventPressEnterHandler
- IColliderEventPressExitHandler
- IColliderEventClickHandler
- IColliderEventDragStartHandler
- IColliderEventDragUpdateHandler
- IColliderEventDragEndHandler
- IColliderEventDropHandler
- IColliderEventAxisChangeHandler
* New example scene to demonstrate how ColliderEvent works.
- Assets\HTC.UnityPlugin\ViveInputUtility\Examples\5.ColliderEvent\ColliderEvent.unity
* Update tutorial & guide document.
## Changes for v1.4.7:
* Now HandRole defines more then 2 controllers.
* Add some comment and description to public API.
## Changes for v1.4.6:
* Fix a bug in the examples, now reticle posed correctly when scaling VROrigin.
## Changes for v1.4.5:
* Fix a rare issue in Pointer3DInputModule when processing event raycast.
## Changes for v1.4.4:
* Remove example 5 & 6 from package for release(still available in full package), since they are not good standard practices in VR for avoiding motion sickness by moving the player.
* Reset pointer's tranform(to align default laser pointer direction) in examples.
* Adjust default threshold to proper value in PoseStablizer & Pointer3DInputModule.
* Fix a bug in Pointer3DRaycaster that causes other input module to drive Pointer3DRaycaster(witch should be only driven by Poinster3DInputModule).
* Now Pointer3DRaycaster can optionally show event raycast line in editor for debugging.
* Add step by step tutorial document and example scene.
* Replace about document with developer guide.
## Changes for v1.4.3:
* Update usage document(rewrite sample code).
* Add copyright terms.
* Define new controller button : FullTrigger(consider pressed only when trigger value is 1.0).
* Fix ViveInput.GetPadPressDelta and ViveInput.GetPadTouchDelta to work properly.
* Add scroll delta scale property for ViveRaycaster(to adjust scrolling sensitivity).
* Add PoseEaser effect settings and PoseEaserEditor to show properties.
* Add ViveInput.TriggerHapticPulse for triggering controller vibration.
## Changes for v1.4.2:
* Update usage document.
* Reorder parameters in Pose.SetPose.
* Now click interval can be configured by setting ViveInput.clickInterval.
## Changes for v1.4.1:
* Fix wrong initial status for ViveRole and ViveInput.
* Example: showLocalAvatar (property for LANGamePlayer) won't hide shadow (hide mesh only) if set to false.
## Changes for v1.4.0:
* Separate PoseTracker module from VivePose.
* New tracking effect PoseFreezer.
* Reorganize folders.
## Changes for v1.3.0:
* VivePose is now pure static class (Since Unity 5.3.5 fixed issue with double rendering of canvas on Vive VR, PoseUpdateMode is no longer needed).
* New components CanvasRaycastMethod and CanvasRaycastTarget.
- CanvasRaycastMethod works like GraphicRaycastMethod, but use CanvasRaycastTarget component to target canvases, instead of asigning canvas property once at a time.
## Changes for v1.2.0:
* Fix misspelling from ConvertRoleExtention to ConvertRoleExtension
* New containter class IndexedSet\<T\>
* New class ObjectPool\<T\> and relative class ListPool\<T\>, DictionaryPool\<T\>, IndexedSetPool\<T\>, to reduce allocating new containers.
* Change some data structure from LinkList to InedexedSet (VivePose, Pointer3DInputModule, BaseMultiMethodRaycaster, BaseVivePoseTracker).
* Rewrite GraphicRaycastMethod to align GraphicRaycaster's behaviour.
## Changes for v1.1.0:
* New API VivePose.SetPose().
* New API VivePose.GetVelocity().
* New API VivePose.GetAngularVelocity().
* Fix some null reference in VivePose.