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 0.6.1.0 (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 0.5.0.1
- 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 0.4.3.1
- 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