Update package file to 1.0.13

This commit is contained in:
Andy_YC_Chen
2023-06-26 16:37:49 +08:00
parent 2c956c9090
commit 8c0baa899c
11 changed files with 32 additions and 11 deletions

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@@ -1,4 +1,4 @@
# **VIVE OpenXR Plugin - Windows** For Unity - v1.0.12 # **VIVE OpenXR Plugin - Windows** For Unity - v1.0.13
Copyright HTC Corporation. All Rights Reserved. Copyright HTC Corporation. All Rights Reserved.
**VIVE OpenXR Plugin - Windows**: This plugin provides support for openxr based on the following specifications. **VIVE OpenXR Plugin - Windows**: This plugin provides support for openxr based on the following specifications.
@@ -10,6 +10,11 @@ Copyright HTC Corporation. All Rights Reserved.
- [Hand Interaction](https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_HTC_hand_interaction) - [Hand Interaction](https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_HTC_hand_interaction)
- [Palm pose](https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_EXT_palm_pose) - [Palm pose](https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_EXT_palm_pose)
--- ---
## Changes for v1.0.13 - 2023/06/26
- Fix problem that "OpenXR.Input.PoseControl" and "OpenXR.Input.Pose" are deprecated after OpenXR Plugin 1.6.0.
1. When **USE_INPUT_SYSTEM_POSE_CONTROL** is defined, switch to use InputSystem.XR.PoseControl; otherwise, use OpenXR.Input.PoseControl for backward compatibility.
2. When **USE_INPUT_SYSTEM_POSE_CONTROL** is defined, switch to use InputSystem.XR.PoseState; otherwise, use OpenXR.Input.Pose for backward compatibility.
## Changes for v1.0.12 - 2023/06/02 ## Changes for v1.0.12 - 2023/06/02
- Remove Eye gaze sample.It is recommended to use the Controller sample provided by the Unity OpenXR Plugin to test eye gaze. - Remove Eye gaze sample.It is recommended to use the Controller sample provided by the Unity OpenXR Plugin to test eye gaze.

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@@ -9,8 +9,11 @@ using UnityEngine.InputSystem.XR;
using UnityEditor; using UnityEditor;
#endif #endif
#if USE_INPUT_SYSTEM_POSE_CONTROL
using PoseControl = UnityEngine.InputSystem.XR.PoseControl;
#else
using PoseControl = UnityEngine.XR.OpenXR.Input.PoseControl; using PoseControl = UnityEngine.XR.OpenXR.Input.PoseControl;
#endif
namespace UnityEngine.XR.OpenXR.Features namespace UnityEngine.XR.OpenXR.Features
{ {

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@@ -9,7 +9,7 @@ To help software developers create an application with actual facial expressions
1. **Edit** > **Project Settings** > **XR Plug-in Management** > Select **OpenXR** , click Exclamation mark next to it then choose **Fix All**. 1. **Edit** > **Project Settings** > **XR Plug-in Management** > Select **OpenXR** , click Exclamation mark next to it then choose **Fix All**.
2. **Edit** > **Project Settings** > **XR Plug-in Management** > **OpenXR** > Add Interaction profiles for your device. 2. **Edit** > **Project Settings** > **XR Plug-in Management** > **OpenXR** > Add Interaction profiles for your device.
3. **Edit** > **Project Settings** > **XR Plug-in Management** > **OpenXR** > Select **Facial Tracking** under **VIVE OpenXR** Feature Groups. 3. **Edit** > **Project Settings** > **XR Plug-in Management** > **OpenXR** > Select **Facial Tracking** under **VIVE OpenXR** Feature Groups.
4. In the Unity Project window, select the sample scene file in **Assets** > **Samples** > **VIVE OpenXR Plugin - Windows** > **1.0.12** > **FacialTracking Example** > **Scenes** > **FaceSample.unity** then click Play. 4. In the Unity Project window, select the sample scene file in **Assets** > **Samples** > **VIVE OpenXR Plugin - Windows** > **1.0.13** > **FacialTracking Example** > **Scenes** > **FaceSample.unity** then click Play.
## How to use VIVE OpenXR Facial Tracking Unity Feature ## How to use VIVE OpenXR Facial Tracking Unity Feature
1. Import VIVE OpenXR Plugin - Windows 1. Import VIVE OpenXR Plugin - Windows

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@@ -9,7 +9,11 @@ using UnityEngine.XR.OpenXR.Input;
using UnityEditor; using UnityEditor;
#endif #endif
#if USE_INPUT_SYSTEM_POSE_CONTROL
using PoseControl = UnityEngine.InputSystem.XR.PoseControl;
#else
using PoseControl = UnityEngine.XR.OpenXR.Input.PoseControl; using PoseControl = UnityEngine.XR.OpenXR.Input.PoseControl;
#endif
namespace UnityEngine.XR.OpenXR.Features namespace UnityEngine.XR.OpenXR.Features
{ {

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@@ -9,7 +9,11 @@ using UnityEngine.XR.OpenXR.Input;
using UnityEditor; using UnityEditor;
#endif #endif
#if USE_INPUT_SYSTEM_POSE_CONTROL
using PoseControl = UnityEngine.InputSystem.XR.PoseControl;
#else
using PoseControl = UnityEngine.XR.OpenXR.Input.PoseControl; using PoseControl = UnityEngine.XR.OpenXR.Input.PoseControl;
#endif
namespace UnityEngine.XR.OpenXR.Features namespace UnityEngine.XR.OpenXR.Features
{ {

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@@ -9,7 +9,7 @@ To help software developers create an application for locating hand joints with
1. **Edit** > **Project Settings** > **XR Plug-in Management** > Select **OpenXR** , click Exclamation mark next to it then choose **Fix All**. 1. **Edit** > **Project Settings** > **XR Plug-in Management** > Select **OpenXR** , click Exclamation mark next to it then choose **Fix All**.
2. **Edit** > **Project Settings** > **XR Plug-in Management** > **OpenXR** > Add Interaction profiles for your device. 2. **Edit** > **Project Settings** > **XR Plug-in Management** > **OpenXR** > Add Interaction profiles for your device.
3. **Edit** > **Project Settings** > **XR Plug-in Management** > **OpenXR** > Select **Hand Tracking** under **VIVE OpenXR** Feature Groups. 3. **Edit** > **Project Settings** > **XR Plug-in Management** > **OpenXR** > Select **Hand Tracking** under **VIVE OpenXR** Feature Groups.
4. In the Unity Project window, select the sample scene file in **Assets** > **Samples** > **VIVE OpenXR Plugin - Windows** > **1.0.12** > **HandTracking Example** > **Scenes** > **HandTrackingScene.unity** then click Play. 4. In the Unity Project window, select the sample scene file in **Assets** > **Samples** > **VIVE OpenXR Plugin - Windows** > **1.0.13** > **HandTracking Example** > **Scenes** > **HandTrackingScene.unity** then click Play.
## Use VIVE OpenXR Hand Tracking Unity Feature to draw skeleton hand. ## Use VIVE OpenXR Hand Tracking Unity Feature to draw skeleton hand.
1. Import VIVE OpenXR Plugin - Windows 1. Import VIVE OpenXR Plugin - Windows

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@@ -2,7 +2,7 @@
// <auto-generated> // <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator // This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.4.1 // version 1.4.1
// from Assets/Samples/VIVE OpenXR Plugin - Windows/1.0.12/HandTracking Example/Scripts/InputMaster.inputactions // from Assets/Samples/VIVE OpenXR Plugin - Windows/1.0.13/HandTracking Example/Scripts/InputMaster.inputactions
// //
// Changes to this file may cause incorrect behavior and will be lost if // Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated. // the code is regenerated.

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@@ -3,6 +3,11 @@ using UnityEngine.InputSystem;
using UnityEngine.UI; using UnityEngine.UI;
using UnityEngine; using UnityEngine;
#if USE_INPUT_SYSTEM_POSE_CONTROL
using Pose = UnityEngine.InputSystem.XR.PoseState;
#else
using Pose = UnityEngine.XR.OpenXR.Input.Pose;
#endif
public class LineRender : MonoBehaviour public class LineRender : MonoBehaviour
{ {
@@ -22,7 +27,7 @@ public class LineRender : MonoBehaviour
&& actionReferencePose.action.enabled && actionReferencePose.action.controls.Count > 0) && actionReferencePose.action.enabled && actionReferencePose.action.controls.Count > 0)
{ {
//GazeRayRenderer.SetActive(true); //GazeRayRenderer.SetActive(true);
UnityEngine.XR.OpenXR.Input.Pose poseval = actionReferencePose.action.ReadValue<UnityEngine.XR.OpenXR.Input.Pose>(); Pose poseval = actionReferencePose.action.ReadValue<Pose>();
Quaternion gazeRotation = poseval.rotation; Quaternion gazeRotation = poseval.rotation;
Quaternion orientation = new Quaternion( Quaternion orientation = new Quaternion(
1 * (gazeRotation.x), 1 * (gazeRotation.x),

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@@ -13,7 +13,7 @@ public class EnablePassThrough_cmd : MonoBehaviour
// Start is called before the first frame update // Start is called before the first frame update
private void Awake() { private void Awake() {
#if UNITY_EDITOR #if UNITY_EDITOR
path = System.IO.Path.Combine(Directory.GetCurrentDirectory() + "\\Assets\\Samples\\VIVE OpenXR Plugin - Windows\\1.0.12\\SceneUnderstanding Example\\PassThrough Plugin\\OfflineTool.exe"); path = System.IO.Path.Combine(Directory.GetCurrentDirectory() + "\\Assets\\Samples\\VIVE OpenXR Plugin - Windows\\1.0.13\\SceneUnderstanding Example\\PassThrough Plugin\\OfflineTool.exe");
#elif UNITY_STANDALONE #elif UNITY_STANDALONE
path = System.IO.Path.Combine(Directory.GetCurrentDirectory() + "/OfflineTool.exe"); path = System.IO.Path.Combine(Directory.GetCurrentDirectory() + "/OfflineTool.exe");
#endif #endif

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@@ -8,7 +8,7 @@ Demonstrate configuring, calculating and generating mesh of surrounding environm
1. **Edit** > **Project Settings** > **XR Plug-in Management** > Select **OpenXR** , click Exclamation mark next to it > choose **Fix All**. 1. **Edit** > **Project Settings** > **XR Plug-in Management** > Select **OpenXR** , click Exclamation mark next to it > choose **Fix All**.
2. **Edit** > **Project Settings** > **XR Plug-in Management** > **OpenXR** > Add Interaction profiles for your device. 2. **Edit** > **Project Settings** > **XR Plug-in Management** > **OpenXR** > Add Interaction profiles for your device.
3. **Edit** > **Project Settings** > **XR Plug-in Management** > **OpenXR** > Select **Scene UnderStanding** and **Meshing Subsystem** under **VIVE OpenXR** Feature Groups. 3. **Edit** > **Project Settings** > **XR Plug-in Management** > **OpenXR** > Select **Scene UnderStanding** and **Meshing Subsystem** under **VIVE OpenXR** Feature Groups.
4. In the Unity Project window, select the sample scene file in **Assets** > **Samples** > **VIVE OpenXR Plugin - Windows** > **1.0.12** > **SceneUnderstanding Example** > **Meshing Subsystem Feature** > **MeshingFeature.unity** then click Play. 4. In the Unity Project window, select the sample scene file in **Assets** > **Samples** > **VIVE OpenXR Plugin - Windows** > **1.0.13** > **SceneUnderstanding Example** > **Meshing Subsystem Feature** > **MeshingFeature.unity** then click Play.
## How to use VIVE OpenXR SceneUnderstanding Unity Feature ## How to use VIVE OpenXR SceneUnderstanding Unity Feature
For the available OpenXR SceneUnderstanding functions, please refer to **SceneUnderstanding.cs**. For the available OpenXR SceneUnderstanding functions, please refer to **SceneUnderstanding.cs**.

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@@ -1,7 +1,7 @@
{ {
"name": "com.htc.upm.vive.openxr", "name": "com.htc.upm.vive.openxr",
"displayName": "VIVE OpenXR Plugin - Windows", "displayName": "VIVE OpenXR Plugin - Windows",
"version": "1.0.12", "version": "1.0.13",
"unity": "2020.3", "unity": "2020.3",
"description": "VIVE OpenXR Plugin - Windows provides (1) Vive Facial Tracking (2) Vive Cosmos Controller (3) Scene Understanding (4) Hand Tracking (5) Vive Focus3 Controller support for Unity OpenXR (6) Hand Interaction (7) Palm pose.", "description": "VIVE OpenXR Plugin - Windows provides (1) Vive Facial Tracking (2) Vive Cosmos Controller (3) Scene Understanding (4) Hand Tracking (5) Vive Focus3 Controller support for Unity OpenXR (6) Hand Interaction (7) Palm pose.",
"keywords": [ "keywords": [