Releases: patrykkalinowski/godot-xr-kit
Releases · patrykkalinowski/godot-xr-kit
0.4.0
Changes
- Reworked physics code for hand movement
- Reworked dynamic grab inverse kinematics
- Reworked collision detection for player body
- Added pushback: player can push away from objects without grabbing them
- Hand Pose Recognition switched from measuring distances between bones to measuring angles, so it can work with all hand sizes
- Switched to Jolt Physics Engine (https://github.com/godot-jolt/godot-jolt) which is now required for the addon to work
Known issues
- Provided hand models (valve_hand_models) were designed for SteamVR where hands have fixed size. Oculus hand tracking changes skeleton size based on user hands, which messes up the mesh due to incorrect mesh skinning
- Free rotation (when you press trigger while holding an object) has several rotation bugs
- Joystick rotation around static object applies incorrect rotation value depending on angle
- Body does not retain momentum during grab (grabbing when moving will stop body, pushback and thrusters don't work when holding an object)
0.3.2
- do not grab/drop based on hand poses when we receive data from controller
0.3.1
- removed duplicated textures from valve_hand_models
- fixed signals not disabling hand animations when switching to hand tracking in Oculus
0.3.0
- Added support for controllers in Oculus (PC and standalone), including hand animations for grip and trigger
- Seamless switching between controller and hand tracking in Oculus
- Fixed procedural grab poses by switching to Inverse Kinematics and greatly reduced amount of Raycasts for fingers
Known issues:
- Hand tracking physics is glitchy
- Hand models have incorrect bone positions in Oculus and grip pose is not perfectly aligned
0.2.0
Update Physics Movement to v0.2.0:
- updated project to Godot v4.2
- player rotation moved to
_physics_process
and fixed visual glitching - extended thrusters to work in 4 directions and moved controls to left joystick
- added thrusters brake
- created custom OpenXR action map with Touch controller bindings
- added finger micromovement: fingers now wiggle a little when hand is moving
- updated project to work properly on Meta Quest 3: increased physics tick rate to 144Hz, disabled v-sync and switched WorldEnvironment from clear color to procedural sky in example scenes
0.1.1
Physics Hand is now moved by PID controller.
- gives more options for tweaking the movement
- still buggy, but usable after some tuning
Physics Movement addon remains in alpha state
0.1.0
Initial release for Godot Asset Library.
Current state of XR Kit:
- Physics Movement: alpha
- Hand Gesture Recognition: production ready
- Smooth Input Filter: production ready
- Cinematic View: production ready