All notable changes to this project will be documented in this file. This project adheres to Semantic Versioning.
2.12.1 - 2018-06-23
ViveGrip_ControllerHandler
now findsDevice()
afterStart
2.12.0 - 2018-05-10
ViveGrip_Grabbable.AttachedGripPoints()
ViveGrip_Grabber.RebuildJoint()
- Updated documentation (SteamVR supports WinMR now)
2.11.1 - 2018-02-08
- Support for Unity 2017.3
- Support for SteamVR v1.2.3
ViveGrip_Object
highlightingOnEnable()
- Handling
Destroy()
interference inViveGrip_TouchDetection
loop - Repeat objects in
ViveGrip_TouchDetection
2.11.0 - 2017-06-28
ViveGrip_HighlightEffect
for custom highlight effectsViveGrip_TintEffect
andViveGrip_TintChildrenEffect
- Composite Toy in the demo scene
- Teleporter in the demo scene
- Overhauled
ViveGrip_Highlighter
and adjacent code - Grabbables and Interactables now subclass a
ViveGrip_Object
class ViveGripExample_Manager
lets you change the highlight effects scene-wide at runtime
- Highlighting no longer fall apart when there's no
Renderer
on an Object - Highlighting now accounts for multiple controllers being used at once
- Tint highlighting works with transparency
2.10.0 - 2017-06-10
- Support for SteamVR's Interaction System
- A variable to disable the highlight on a grabbable or interactable from the Inspector
- API documentation for grabbables and interactables
- An example Manager class
TrackedObject()
was moved toViveGrip_ControllerHandler
TrackedObject()
onViveGrip_GripPoint
will stop working in the next version- A more natural example hand grip for Oculus Touch
2.9.1 - 2017-06-01
- ViveGrip_ControllerHandler.Pressed now only triggers once for ViveInput.Both
2.9.0 - 2017-05-31
- "grab" and "interact" are now proper enums instead of strings
- Exposed ViveGrip_GripPoint.GRIP_SPHERE_NAME
- ViveGrip_ControllerHandler grab and interact variable names and options
2.8.1 - 2017-04-22
- Controllers not showing up because of a SteamVR bug
- Exposed the
ViveGrip_JointFactory
drive multipliers as public
2.8.0 - 2017-03-12
- Compound Colliders are supported (PR 15)
2.7.0 - 2017-02-20
ViveGrip_GripPoint.controller.Vibrate(int milliseconds, float strength [0.0-1.0])
- Minor code improvements
ViveGrip_GripPoint.UpdateRadius(float touch, float hold)
2.6.1 - 2017-01-10
ViveGrip_ControllerHandler.Device()
will return null when the device isn't ready
2.6.0 - 2016-11-11
ViveGrip_EventBridge
lets you connect methods to Vive Grip events through the Inspector- The Switch example to show off the Event Bridge
- The Extension Cube example to show off extending grabbing and highlighting in code
- Core Vive Grip scripts now obey Unity's
enabled
flags
- Moved releases to their own directory
- Tweaked the documentation
2.5.0 - 2016-09-10
- API.md to try to map out all the bits whether they have examples or not
- Links to the tutorial videos in the README
- Made
gripPoint.controller.Device()
public for ease of use
- Converted errant tabs into spaces
2.4.0 - 2016-08-14
ViveGrip_GripPoint
is now solely responsible for messaging instead of acting on state change- Moved the tint color to
ViveGrip_Highlighter
ViveGripHighlightStart
andViveGripHighlightStop
ViveGrip_Grabber
now does the grabbing functionality that the grip point used to do- EXTENSIONS.md and example extensions to better explain how event messaging works
- Don't add a highlighter if there's no renderer to work with
2.3.0 - 2016-07-16
- A floating capsule example to show off snap zone functionality
2.2.0 - 2016-07-14
- Grip spheres now inherit the layer of the grip point that spawns them, enabling better collision control
gripPoint.HeldObject()
to get the held GameObjectgripPoint.ToggleGrab()
to grab and release in script- A tar ball example to show off grab toggling
- Clean up a few grip point variables
2.1.1 - 2016-07-08
- Build no longer breaks on
import UnityEditor
2.1.0 - 2016-07-03
- Door example
- Cleaned up repeated
ViveGrip_JointFactory
code
- Decreased the grip position and rotation strength by half (update your object mass!)
2.0.0 - 2016-06-28
- Objects will highlight when letting go of them
- Example hand will animate properly during edge cases
ViveGripHighlight*
methods renamed toViveGripTouch*
(update your scripts!)- Increased the grip position and rotation strength by x10 (update your object mass!)
- Reworked the variables and defaults for
ViveGrip_Grabbable
to be clearer and more useful (update your grabbables!) - Rewrote and improved large parts of documentation
1.2.0 - 2016-06-11
ViveGripInteractionHeld
is nowViveGripInteractionStop
(update your scripts!)- All
ViveGripXStart
andViveGripXStop
scripts pass in the calling ViveGrip_GripPoint object
- Messages to the tracked object and all children:
ViveGripHighlightStart
andViveGripHighlightStop
ViveGripGrabStart
andViveGripGrabStop
- Example hands and documentation
- "None" button option that maps to nothing
gripPoint.controller
andViveGrip_ControllerHandler.Vibrate(milliseconds, strength)
- Honouring the
.enabled
flag on grabbable and interactable scripts
1.1.0 - 2016-06-03
- Anchors were secretly kind of broken
- Letting go of the grip will no longer grab
- General code improvements
- Updated to SteamVR Plugin v1.1.0
- Trackpad to ViveGrip_ButtonManager inputs
- Snapping to a grabbable's anchor can now be toggled
- Added a Gizmo icon to grabbable anchors
1.0.2 - 2016-05-11
- Namespaced the Example scripts so they don't conflict with your stuff
1.0.1 - 2016-05-07
- "Sticky grip" when releasing outside the touch radius
1.0.0 - 2016-04-31
- Grabbables
- Interactables
- Demo scene
- Documentation