Release Notes

Version 3.9.0

  • Unity 2018.3 compatibility
  • Migrated SteamVR Extension to OpenVR
  • Oculus SDK is no longer included, Oculus Integration should be downloaded from the Asset Store now
  • Fixed grabbing stops working in specific cases
  • Tracking is now always aligned to the avatar at start
  • Leap Motion: enabled Thumbs-up gesture

Version 3.8.13

  • (Edge) fixed grabbing objects with more than 2 players
  • (Edge) Unity 2018.2 compatibility

Version 3.8.12

  • (Edge)fixed networking grabbing

Version 3.8.11

  • (Edge) fixed networking grabbing
  • (Advanced/Edge) fixed MH_VRTouch prefab fingers not moving
  • (Edge) fixed photon rotating body issue
  • (Edge) fixed Unet letting go object
  • (Advanced/Edge) fixed hand collider collisions disabled after grabbing object

Version 3.8.10

  • (Edge) fixed Networking issue
  • (Advanced/Edge) fixed MH_VRSteamVR avatar size
  • (Edge) fixed MH_ThirdPerson avatar not having an animator (needed for networking)
  • (Advanced/Edge) fixed IVR_HeadAnimator disabling
  • (Edge) fixed Arm movements in networking
  • (Advanced) relocated Kinect Support files

Version 3.8.9

  • Fixed foot animation when falling
  • (Advanced/Edge) Fingers are reset to 0 during animation
  • Fixed collisions with small static objects
  • (Advanced/Edge) Fixed Kinect feet placed too high
  • (Edge) Fixed hand not synchronized in networking

Version 3.8.8

  • Fixed compatibility for Unity 2017.2
  • Fixed Tracker Position being overwritten in UnityVR script
  • Oculus Utilities updated to version 1.19.0

Version 3.8.7

  • Added Handedness on the Handles
  • Updated warning supported Unity versions
  • Minor bugfixes

Version 3.8.6

  • Fixed collisions with static objects
  • (Advanced/Edge) Fixed Leap Motion tracking issues
  • (Advanced/Edge) Improved grabbing/holding objects with Leap Motion
  • (Edge) Added send rate option for Unity Networking avatars
  • (Edge) Fixed missing PhotonViews in Grocery Store PUN scene

Version 3.8.5

  • Google VR for iOS support (experimental)

Version 3.8.4

  • Rotation speed fix
  • Fixed avatars without middle fingers
  • SteamVR updated to version 1.2.2

Version 3.8.3

  • (Advanced/Edge) DoGrab option script added for grabbing static objects
  • (Advanced/Edge) Fix SteamVR Controllers not working when avatar is spawned a second time

Version 3.8.2

  • Fix for running InstantVR without VR on other platforms

Version 3.8.1

  • (Advanced/Edge) Fixed Leap Motion SDK detection

Version 3.8.0

  • Unity 5.6 support
  • Native Cardboard/Daydream support
  • Extenion management in Edit-Preferences->InstantVR
  • (Edge) Improved physics
  • (Advanced/Edge) Added click grabbing to InputHandler
  • Added audio listeners to the head targets
  • (Edge) fixed photonView observed component on IVR_PhotonAvatar
  • fixed thumb orientation wrong on some avatars
  • (Edge) fixed grabbing objects over the network

Version 3.7.6

  • Added check for Unity 5.5 (Unity 5.6 requires InstantVR 3.8+)
  • (Edge) Fixed Photon script not recognized

Version 3.7.5

  • Google VR (Cardboard) updated to version 1.3.0

Version 3.7.4

  • Added readme.txt file for with version information and release notes
  • Added Pointing Teleport option to Input Handler
  • Added check for teleporting through objects in Input Handler

Version 3.7.3

  • Fixed left thumbstick vertical input for Oculus Touch
  • Fixed throwing
  • Fixed OnGrabbed and OnLetGo message sending for objects which can be grabbed
  • Added No Gamecontroller option in IVR_Traditional
  • SteamVR controller trigger button is now also interpreted as buttonOne (default fire button)

Version 3.7.2

  • Fixed calibration for HTC Vive
  • Falling now uses Unity Physics.gravity
  • Default headcam position is no longer on the neck

Version 3.7.1

  • Fixed forward/backward walking using joystick
  • Fixed body rotation setting for SteamVR
  • Replaced automatic height calibration by manual calibration with <tab>
  • Fixed occasional hand freeze

Version 3.7.0

  • New interaction module with gaze, pointing and touch support for User Interfaces.
  • (Edge) Advanced physics replaces kinematic physics providing more realistic physics interaction
  • Fixed tracking issue with Unity 5.5
  • SteamVR updated to version 1.2.0
  • Oculus Utilities updated to version 1.10.0
  • Google VR (Cardboard) updated to version 1.1.0

Version 3.6.1

  • (Edge) Kinematic physics: improved stability

Version 3.6.0

  • (Advanced/Edge) Oculus Touch support
  • (Advanced/Edge) Leap package is no longer included, download button added in editor
  • Fixed low speed after collision with proximity speed
  • Restored UnityVR Head calibration function

Version 3.5.4

  • Fixed Gaze selection in VR mode
  • Improved collisions while walking

Version 3.5.3

  • (Edge) Added check for HandMovements in Unity Networking
  • (Edge) Fixes for head dropping to the ground
  • (Advanced/Edge) mapped SteamVR controller trigger to button[0]
  • (Advanced/Edge) Improved setting of global defines IVR_ADVANCED and IVR_EDGE
  • Avatar rotation fixes
  • Fixed head not rotating when Rift has no positional tracking

Version 3.5.2

  • (Edge) Decreased glitches in Photon networking
  • (Advanced/Edge) Improved left Leap Thumb tracking

Version 3.5.1

  • (Edge) Photon package is no longer included, warnings added to download it from the asset store
  • (Edge) Added check for HandMovements in networking
  • (Advanced/Edge) Improved Leap Thumb tracking
  • Hands follow body while walking physically with foot animators disabled

Version 3.5.0

  • Native HTC Vive/SteamVR support (unity 5.4)
  • (Edge) Unity Networking support
  • (Edge) Photon Networking support
  • SteamVR updated to v1.1.1

Version 3.4.9

  • Improved Kinect hand tracking
  • Improved collisions
  • Improved crouching
  • Introduced ‘step offset’ to limit the step height like in the standard character controller
  • Introduced ‘use gravity’ to disable falling onto the ground

Version 3.4.6

  • Leap SDK updated to Orion 4.0.2
  • Cardboard SDK updated to v0.7.0
  • SteamVR updated to v1.0.8
  • VicoVR SDK updated to v1.2
  • Bug fixes

Version 3.4.5

  • Improved Leap tracker position
  • Kinect is now calibrated with SteamVR too
  • Improved IK
  • Fixed arm movements in MH_Cardboard and MH_RiftGearVR prefab

Verson 3.4

  • SteamVR / HTC Vive support
  • Builtin controller support
  • Improved scripting/PlayMaker support
  • Various improvements for Leap, Hydra and Rift

Version 3.3.1

  • Fixed issues with PlayMaker Actions
  • Fixed backward walking with PlayMaker
  • Disabled unintended extrapolation for Leap and Hydra
  • Changed sign colors for better readability

Version 3.3

  • PlayMaker support
  • VicoVR support
  • Leap table mounted supprt
  • Leap Motion hand tracking added next to finger tracking for more robust object handling
  • Gaze selection using Unity Event System added
  • Kinect can be used for fallback positional tracking for Rift
  • Support pages can now be accessed from the Unity Editor
  • More fixes for collisions while walking
  • namespace IVR added

Version 3.2.4

  • Fixed collisions while walking
  • Added walking speed setting

Version 3.2.3

  • Rift/GearVR fixed start position when positional tracking starts
  • Fixed foot animation at start

Version 3.2.2

  • Fixed avatar stuck at y=0
  • Improved Rift calibration
  • Added tracker rotation support

Version 3.2.1

  • Removed BasePosition/Rotation. Use Transform position/rotation now
  • Renamed IVR_Rift to IVR_RiftGearVR

Version 3.2.0

  • Gear VR support
  • Redesigned calibration
  • Removed need for MyBody layer
  • Added ‘Auto’ setting to BodyRotation
  • Kinect 2 improved tracking
  • Removed: Kinect 1/360 support

Version 3.1.0

  • Cardboard support for Android
  • Fixed disappearing hands
  • Improved hand and body movements
  • Updated to Leap SDK 2.2.4
  • Updated to Oculus SDK (Unity4)
  • Support for Unity 5.0 and below is no longer included (but available on request)

Version 3.0.9

  • Added script for firing the hand gun
  • Fixes when avatar does not start at 0,0,0

Version 3.0.8

  • Unity 5.1 with built-in Oculus Rift support
  • InstantVR Free edition release

Version 3.0.7

  • Added switch to disable arm swing
  • Hydra calibration hand position is now activated when controller is picked up
  • Removed sword from MH_RiftHydra prefab
  • Fixed rotations when using LookRotation
  • Walking now follows floor height
  • Fixed arm swing

Version 3.0.6

  • Rift presence check fixed
  • Aligned Kinect 1 & 2 implementations

Version 3.0.5 beta

  • Fixed letting go objects from hands
  • Note: this version has a known issue with Kinect v1 crashing Unity when launched for the second time from the editor

Version 3.0.4 beta

  • Fixed Unity 5 compatibility

Version 3.0.3 beta

  • Fixed extension priority inconsistencies
  • Updated to Oculus runtime SDK
  • Updated to Leap SDK 2.2.4
  • Improved Leap Motion tracking
  • Fixed Leap crashing on Unity 5

Version 3.0.2 beta

  • Added Kinect 2 support
  • fix: large stream of NaN/NaN/NaN errors when starting up with Rift support in some situations
  • fix: Feet more to the head position in walking animation
  • fix: Improved Kinect tracking for different body lengths
  • fix: Errors for Leap.Hand defined multiple times
  • Added switch to disable/enable head rotation tracking for Kinect
  • Improved Debug view of script inspectors
  • Added extrapolation for low frequency input (e.g. Kinect, Leap)

Version 3.0.1 beta

  • Error Horizontal/Vertical R axis missing is now a warning
  • fix: Normal grabbed rigibody position/rotation is not correct
  • fix: Hand handle does not use range
  • fix: armswing does not work
  • fix: feet go through floor when crouching with Rift

Version 3.0.0 beta

  • Modular architecture
  • Body movements in editor
  • Realtime switching between input controllers
  • Unity 5 support
  • Leap Motion (Rift mounted) support

Version 2.1.4

  • Solved issue with calibration spinning to infinity

Version 2.1.3

  • Renamed class names to prevent name clashes with other packages (including Leap Motion SDK)

Version 2.1.2

  • Removed the requirement for eye bones in the rig

Version 2.1.1

  • Replaced Zelda Mastersword
  • Added switch and rate setting for proximity based speed
  • Fixed proximity walking speed in InstantVR Free

Version 2.1

  • Proximity based walking speed
  • Arm swing animation added when Hydra or Rift are not present
  • Improved leg animation with thumbstick walking
  • Improved Hydra and Rift calibration. No need to face the Rift camera anymore.
  • Body rotation is now support with Kinect
  • The combination of Hydra and Kinect with body rotation is now supoorted
  • Oculus Rift SDK 0.4.4

Version 2.0.3

  • Fix: throwing speed is incorrect
  • Fix: calibrating with HandRotation and not looking forward teleports the avatar

Version 2.0.2

  • Corrected HandRotation when avatar Y rotation was not 0 initially
  • Improved HandRotation performance
  • Deleted unnecessary OVR files
  • Corrected grabbing without handles
  • Handgun shooting direction corrected

Version 2.0.1

  • Issue solved: right leg not moving well when avatar was not at origin

Version 2.0.0

  • Oculus Rift SDK
  • Added Microsoft Kinect support
  • Physical drift correction
  • Free walking support
  • Side stepping
  • Improved Razer Hydra calibration
  • Removed Character Motor and Character Controller
  • Hands no longer collide with body if they use the same layer

Version 1.1.0

  • Oculus Rift SDK 0.4.3 implemented with Unity Free support
  • Objects can now be throwed
  • Included options to enable/disable controllers
  • Look rotation using Rift is now working properly
  • Improved forearm IK
  • Leg orientation improved with high foot positions
  • Free and Advanced code bases merged

Version 1.0.1

  • LookRotation does not switch to HandRotation when Hydra controllers are activated
  • Headcam script is now disabled when Rift is present, this enables the Rift + keyboard/game controller combo
  • improved HandRotation
  • Fixed body rotation when neck bone Y axis is not upward (Robot Kyle)
  • Fixed body orientation not following targets orientation when rotation was disable in Body Movements
  • Default finger movement axis corrected
  • Cleaned up HandGunController code
  • Corrected default neck target position
  • Corrected headcam position
  • Included TagManager.asset in package
  • Adjusted camera near clip plane to 0.1

Version 1.0.0

Initial release