Releases: UCL-VR/ubiq
(Ubiq) Unity Client v1.0.0-pre.11
- Support hand tracking input in demo scene - can now join rooms, manipulate objects etc, through hand tracking
- Hand tracking can now drive controller positions, orientations and grip as fallback
- Disable MMVR by default to improve performance
- Fix regression causing Bots scene to error on load
- Fix missing dependencies #57
- Fix Vulkan+Oculus incompatibility with Unity's WebRTC package #43
- Fix Quest 3 microphone input garbling due to incorrect frequency reported by device #49
- Update XRI to version 3.0.7, XRHands to version 1.5.0 and WebXR-Export to 0.22.1
- Fix MMVR ambiguous method call on Unity 6
- Fix lower body calibration for ReadyPlayerMe avatar with MMVR
- Put desktop controller behind conditional compilation to prevent errors when missing XRI
- Convert sample materials to use URP SimpleLit counterparts for compatibility with Meta browser
Note that as of this release, the samples will no longer support the Builtin Render Pipeline. We recommend URP for new XR projects.
This is a pre-release and bugs are likely. Should you find anything, please help us out by creating an issue.
(Ubiq) Unity Client v1.0.0-pre.10
- New animation/IK system for full body avatars based on MMVR by @JLPM22. Big thank you to @sebjf and @JLPM22 for the integration. This is early and will likely go through many iterations in coming releases. If you do try it please let us know what you think on Discord.
- Added Rocketbox and ReadyPlayerMe full body example avatars. Part of the default avatar catalogue.
- Update to auto-reconnect behaviour. If connection times out on client end, client will now treat this as leaving the current room. The client can be optionally configured to attempt to re-establish the connection at a fixed interval, and re-join the room after re-establishing connection.
- Fireworks (example networked object) now have lifetimes.
Some known issues for this release:
- Full body avatars currently have various issues around hand position and elbow/wrist twisting when the local user is in XR. Recommended for remote avatars only at this stage.
- Server timeout does not match client timeout, so rooms may have unresponsive peers still connected and visible after a reconnect.
This is a pre-release and bugs are likely. Should you find anything, please help us out by creating an issue.
(Ubiq) Unity Client v1.0.0-pre.9
- Added a keyboard & mouse-based Desktop Control Scheme for first-person 2D interaction with the XR Interaction Toolkit. This scheme has been added to the XR Interaction Setup prefab as the default scheme for 2D, in place of the XR Device Simulator. The XR Device Simulator is no longer a pre-requisite to load the XRI Demo Scene. The XR Device Simulator can still be imported and used instead of or alongside the new 2D controls. Please provide any thoughts on discussions or Discord for future revisions.
This is a pre-release and bugs are likely. Should you find anything, please help us out by creating an issue.
(Ubiq) Unity Client v1.0.0-pre.8
- Added support for hand tracking input. Networking works well but currently sends a lot of data. We'll aim to optimise this in future releases. Works in built apps and the Meta browser.
- Replaced the old avatar 'Hints' system with 'Avatar Input'. Instead of getting individual 'hints' by a string name, now you get an 'input' of a particular C# type. Intended to be thinner abstraction than the previous system, to get in the way less when sending large amounts of data and to support arbitrary, complex types.
- Moved Avatar Input to its own prefab to simplify the process of using alternative player prefabs. This also applies to WebXR, so adding that export path to your project no longer requires replacing your player prefab. Comes with the added benefit that Ubiq no longer contains any of its own player prefabs as the long chains of prefab variants were causing dependency headaches.
- Updated Examples for new avatar input system.
Note that if you are updating from a previous version there are several breaking changes. Don't hesitate to ask in the discussions or Discord if you need help updating. Changes are as follows:
- A few important classes as part of the change to avatar input. If you were not directly using hints, you will mostly be isolated from this. If you have made a custom avatar, you may be using ThreePointTrackedAvatar, which is now HeadAndHandsAvatar. If you were using hints, the new classes in the Ubiq/Runtime/Avatars/Input folder might help you update to the new system.
- A few prefabs have been removed. If you were using the Player (XRI + WebXR) prefab and have made changes that you would like to keep, then before updating to this version, unpack the prefab and remake it. A special prefab is no longer required for the WebXR export path, so you can now use any player prefab. The default XRI player prefab in the Demo scene is a reasonable choice that we have tested.
This is a pre-release and bugs are likely. Should you find anything, please help us out by creating an issue.
(Ubiq) Unity Client v1.0.0-pre.7
(Ubiq) Unity Client v1.0.0-pre.6
- Fix incorrect avatar hint setup for XRI causing body to be animated incorrectly.
- Fix displayname not being set correctly causing name to be hidden.
- Fix incorrect shader uniform identifier in firework box affordance.
This is a pre-release and bugs are likely. Should you find anything, please help us out by creating an issue.
(Ubiq) Unity Client v1.0.0-pre.5
- Add sample for ReadyPlayerMe compatibility. Features grip animation, speech indicator and simple lip-sync. Different avatars can be loaded at runtime with a ReadyPlayerMe link. Currently support is only good for HalfBody avatars. More details here.
- Fix issue where unsupported versions of XRI would not be correctly reported.
This is a pre-release and bugs are likely. Should you find anything, please help us out by creating an issue.
(Ubiq) Unity Client v1.0.0-pre.4
- Compatibility with WebXR improved and greatly simplified. You can now build a web application with the full Ubiq/XRI feature set, using the same source code as for desktop or standalone headset. This was possible thanks to the WebGL compatibility updates in Ubiq v0.4 and the amazing WebXR-Export plugin.
- New sample with a Ubiq + XRI + WebXR player prefab. The sample pulls in the required sample and package dependencies in the background using editor tooling.
- Ubiq updated to support Unity's Universal Render Pipeline to improve WebXR compatibility. All materials have been updated to use shader graphs with targets for URP and the Built-in Render Pipeline, so they can handle both pipelines. Users will not need to switch material manually.
- (Not the Unity Client, but we've added a Dockerfile and associated resources to make hosting your own server easier. You can find it in the Containers folder).
This is a pre-release and bugs are likely. Should you find anything, please help us out by creating an issue.
(Ubiq) Unity Client v1.0.0-pre.3
- Workaround for compatibility issue between WebRTC package and Oculus/OpenXR SDK #43
(Ubiq) Unity Client v1.0.0-pre.2
- Fix issue causing builds to fail (#48)