Update package file to 1.0.13
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@@ -1,4 +1,4 @@
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# **VIVE OpenXR Plugin - Windows** For Unity - v1.0.12
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# **VIVE OpenXR Plugin - Windows** For Unity - v1.0.13
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Copyright HTC Corporation. All Rights Reserved.
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**VIVE OpenXR Plugin - Windows**: This plugin provides support for openxr based on the following specifications.
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@@ -10,6 +10,11 @@ Copyright HTC Corporation. All Rights Reserved.
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- [Hand Interaction](https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_HTC_hand_interaction)
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- [Palm pose](https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_EXT_palm_pose)
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---
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## Changes for v1.0.13 - 2023/06/26
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- Fix problem that "OpenXR.Input.PoseControl" and "OpenXR.Input.Pose" are deprecated after OpenXR Plugin 1.6.0.
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1. When **USE_INPUT_SYSTEM_POSE_CONTROL** is defined, switch to use InputSystem.XR.PoseControl; otherwise, use OpenXR.Input.PoseControl for backward compatibility.
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2. When **USE_INPUT_SYSTEM_POSE_CONTROL** is defined, switch to use InputSystem.XR.PoseState; otherwise, use OpenXR.Input.Pose for backward compatibility.
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## Changes for v1.0.12 - 2023/06/02
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- 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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@@ -9,15 +9,18 @@ using UnityEngine.InputSystem.XR;
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using UnityEditor;
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#endif
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#if USE_INPUT_SYSTEM_POSE_CONTROL
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using PoseControl = UnityEngine.InputSystem.XR.PoseControl;
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#else
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using PoseControl = UnityEngine.XR.OpenXR.Input.PoseControl;
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#endif
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namespace UnityEngine.XR.OpenXR.Features
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{
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/// <summary>
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/// This <see cref="OpenXRInteractionFeature"/> enables the use of HTC Vive Controllers interaction profiles in OpenXR.
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/// </summary>
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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[UnityEditor.XR.OpenXR.Features.OpenXRFeature(UiName = "HTC Vive Cosmos Controller Support",
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BuildTargetGroups = new[] { BuildTargetGroup.Standalone, BuildTargetGroup.WSA },
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Company = "HTC",
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@@ -9,7 +9,7 @@ To help software developers create an application with actual facial expressions
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1. **Edit** > **Project Settings** > **XR Plug-in Management** > Select **OpenXR** , click Exclamation mark next to it then choose **Fix All**.
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2. **Edit** > **Project Settings** > **XR Plug-in Management** > **OpenXR** > Add Interaction profiles for your device.
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3. **Edit** > **Project Settings** > **XR Plug-in Management** > **OpenXR** > Select **Facial Tracking** under **VIVE OpenXR** Feature Groups.
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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.
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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.
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## How to use VIVE OpenXR Facial Tracking Unity Feature
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1. Import VIVE OpenXR Plugin - Windows
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@@ -9,7 +9,11 @@ using UnityEngine.XR.OpenXR.Input;
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using UnityEditor;
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#endif
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#if USE_INPUT_SYSTEM_POSE_CONTROL
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using PoseControl = UnityEngine.InputSystem.XR.PoseControl;
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#else
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using PoseControl = UnityEngine.XR.OpenXR.Input.PoseControl;
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#endif
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namespace UnityEngine.XR.OpenXR.Features
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{
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@@ -9,7 +9,11 @@ using UnityEngine.XR.OpenXR.Input;
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using UnityEditor;
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#endif
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#if USE_INPUT_SYSTEM_POSE_CONTROL
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using PoseControl = UnityEngine.InputSystem.XR.PoseControl;
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#else
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using PoseControl = UnityEngine.XR.OpenXR.Input.PoseControl;
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#endif
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namespace UnityEngine.XR.OpenXR.Features
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{
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@@ -9,7 +9,7 @@ To help software developers create an application for locating hand joints with
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1. **Edit** > **Project Settings** > **XR Plug-in Management** > Select **OpenXR** , click Exclamation mark next to it then choose **Fix All**.
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2. **Edit** > **Project Settings** > **XR Plug-in Management** > **OpenXR** > Add Interaction profiles for your device.
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3. **Edit** > **Project Settings** > **XR Plug-in Management** > **OpenXR** > Select **Hand Tracking** under **VIVE OpenXR** Feature Groups.
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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.
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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.
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## Use VIVE OpenXR Hand Tracking Unity Feature to draw skeleton hand.
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1. Import VIVE OpenXR Plugin - Windows
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@@ -2,7 +2,7 @@
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// <auto-generated>
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// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
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// version 1.4.1
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// from Assets/Samples/VIVE OpenXR Plugin - Windows/1.0.12/HandTracking Example/Scripts/InputMaster.inputactions
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// from Assets/Samples/VIVE OpenXR Plugin - Windows/1.0.13/HandTracking Example/Scripts/InputMaster.inputactions
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//
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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@@ -3,6 +3,11 @@ using UnityEngine.InputSystem;
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using UnityEngine.UI;
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using UnityEngine;
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#if USE_INPUT_SYSTEM_POSE_CONTROL
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using Pose = UnityEngine.InputSystem.XR.PoseState;
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#else
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using Pose = UnityEngine.XR.OpenXR.Input.Pose;
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#endif
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public class LineRender : MonoBehaviour
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{
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@@ -22,7 +27,7 @@ public class LineRender : MonoBehaviour
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&& actionReferencePose.action.enabled && actionReferencePose.action.controls.Count > 0)
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{
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//GazeRayRenderer.SetActive(true);
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UnityEngine.XR.OpenXR.Input.Pose poseval = actionReferencePose.action.ReadValue<UnityEngine.XR.OpenXR.Input.Pose>();
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Pose poseval = actionReferencePose.action.ReadValue<Pose>();
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Quaternion gazeRotation = poseval.rotation;
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Quaternion orientation = new Quaternion(
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1 * (gazeRotation.x),
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@@ -13,7 +13,7 @@ public class EnablePassThrough_cmd : MonoBehaviour
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// Start is called before the first frame update
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private void Awake() {
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#if UNITY_EDITOR
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path = System.IO.Path.Combine(Directory.GetCurrentDirectory() + "\\Assets\\Samples\\VIVE OpenXR Plugin - Windows\\1.0.12\\SceneUnderstanding Example\\PassThrough Plugin\\OfflineTool.exe");
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path = System.IO.Path.Combine(Directory.GetCurrentDirectory() + "\\Assets\\Samples\\VIVE OpenXR Plugin - Windows\\1.0.13\\SceneUnderstanding Example\\PassThrough Plugin\\OfflineTool.exe");
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#elif UNITY_STANDALONE
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path = System.IO.Path.Combine(Directory.GetCurrentDirectory() + "/OfflineTool.exe");
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#endif
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@@ -8,7 +8,7 @@ Demonstrate configuring, calculating and generating mesh of surrounding environm
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1. **Edit** > **Project Settings** > **XR Plug-in Management** > Select **OpenXR** , click Exclamation mark next to it > choose **Fix All**.
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2. **Edit** > **Project Settings** > **XR Plug-in Management** > **OpenXR** > Add Interaction profiles for your device.
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3. **Edit** > **Project Settings** > **XR Plug-in Management** > **OpenXR** > Select **Scene UnderStanding** and **Meshing Subsystem** under **VIVE OpenXR** Feature Groups.
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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.
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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.
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## How to use VIVE OpenXR SceneUnderstanding Unity Feature
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For the available OpenXR SceneUnderstanding functions, please refer to **SceneUnderstanding.cs**.
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@@ -1,7 +1,7 @@
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{
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"name": "com.htc.upm.vive.openxr",
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"displayName": "VIVE OpenXR Plugin - Windows",
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"version": "1.0.12",
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"version": "1.0.13",
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"unity": "2020.3",
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"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.",
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"keywords": [
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