Skip to content

Commit

Permalink
Merge branch 'release/v3.4.0'
Browse files Browse the repository at this point in the history
  • Loading branch information
VaLiuM09 committed Dec 8, 2023
2 parents 2a77453 + 018e0c3 commit 74db3df
Show file tree
Hide file tree
Showing 53 changed files with 21,241 additions and 5,628 deletions.
18 changes: 17 additions & 1 deletion CHANGELOG.md
Original file line number Diff line number Diff line change
@@ -1,6 +1,22 @@
# Changelog - VR Builder

**v3.3.2 (2023/10/31 - Current)**
**v3.4.0 (2023/12/01 - Current)**

*[Added]*
- Experimental hand tracking rig based on the default XRI Hands rig. The prefab is named `XR_Setup_Action_Based_HandTracking` and can be used in place of the default rig. The rig supports both controllers and hand tracking. Note that there is no teleportation solution currently available for hand tracking, and some controls and behaviors are slightly different from the standard rig.
- Added dependency to the XR Hands package.
- The XR Teleport interaction layer is now automatically created when importing VR Builder.
- Added a check to ensure rig and teleportation areas/anchors are set to the correct raycast/interaction layers. The rig is automatically set up on rig creation, and you can check the entire scene manually by selecting `Tools > VR Builder > Developer > Configure Teleportation Layers`. The demo scene is automatically set up when opened from the menu or the wizard.
- Added animation curve functionality to the Move and Scale Object behaviors. Thanks LEFX!

*[Changed]*
- Updated XRI dependency to XRI 2.5.2
- Changed how the Project Setup Wizard decides whether to show the hardware selection page: now the page will show if none of the common XR SDKs (OpenXR, OculusXR, WMR) are installed.

*[Fixed]*
- Fixed having a full path stored in the runtime configuration instead of a relative one when renaming a process, which could cause issues in builds or when working across different computers.

**v3.3.2 (2023/10/31)**

*[Added]*
- It is now possible to add proximity detection to VR Builder teleportation anchors. This means that the anchor will send a teleported event readable by VR Builder even if the user gets near it by continuous locomotion or walking, without teleporting. Click the "Add Teleportation Proximity Entry" button on the teleportation anchor to instantiate the necessary components.
Expand Down
20 changes: 19 additions & 1 deletion Demo/Editor/DemoSceneLoader.cs
Original file line number Diff line number Diff line change
@@ -1,6 +1,8 @@
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;

namespace VRBuilder.Editor.DemoScene
{
Expand All @@ -21,7 +23,7 @@ public static void LoadDemoScene()
return;
}
#endif

if (File.Exists(demoProcessFilePath) == false)
{
Directory.CreateDirectory("Assets/StreamingAssets/Processes/Demo - Core Features");
Expand All @@ -30,6 +32,22 @@ public static void LoadDemoScene()

EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
EditorSceneManager.OpenScene(demoScenePath);

#if VR_BUILDER && VR_BUILDER_XR_INTERACTION
foreach (GameObject configuratorGameObject in GameObject.FindObjectsOfType<GameObject>(true).
Where(go => go.GetComponent<VRBuilder.Core.Setup.ILayerConfigurator>() != null))
{
VRBuilder.Core.Setup.ILayerConfigurator configurator = configuratorGameObject.GetComponent<VRBuilder.Core.Setup.ILayerConfigurator>();
if (configurator.LayerSet == VRBuilder.Core.Setup.LayerSet.Teleportation)
{
configurator.ConfigureLayers("XR Teleport", "XR Teleport");
EditorUtility.SetDirty(configuratorGameObject);
}
}

EditorSceneManager.SaveOpenScenes();
#endif

AssetDatabase.Refresh();
}
}
Expand Down
5 changes: 4 additions & 1 deletion Demo/Editor/VRBuilder.Editor.DemoScene.asmdef
Original file line number Diff line number Diff line change
@@ -1,6 +1,9 @@
{
"name": "VRBuilder.Editor.DemoScene",
"references": [],
"rootNamespace": "",
"references": [
"GUID:c8561f9de838ac04d8feeda695bc572d"
],
"includePlatforms": [
"Editor"
],
Expand Down
Loading

0 comments on commit 74db3df

Please sign in to comment.