Requires the SteamVR Plugin for Unity. Install SteamVR BEFORE installing this unitypackage.
See the Getting Started section of the README for initial setup tips.
Added
- [ViveNavMesh] Added Layer Mask, allowing users to filter the collider types that the system recognizes. Also added the ability to ignore trigger colliders.
- [ViveNavMesh] Added "Navmesh Dewarping" to combat degenerate Navmesh bakes (such as Navmesh bakes with incorrectly-sloped faces). See README for more info.
- [ViveNavMesh] Added "Sample Radius" parameter, that should be set to your Unity Navmesh voxel size (
Navigation>Bake>Advanced>Voxel Size
). This resolves a number of reported issues where the indicator circle does not appear (see #15 and #30). - [ParabolicPointer] Added an alternate selection pad mesh when the player points at an invalid / non-teleportable surface (by default, a red X).
- [TeleportVive] Exposed
TeleportVive::CurrentTeleportState
, informing the surrounding app that teleporting is in use. - Added offline (HTML) documentation.
Changed
- [ParabolicPointer] Selection pad mesh customization (for both "valid" and "invalid" teleportable states) are now customized through a prefab (see
Vive-Teleporter/Art/Prefabs
). This should make it easier to change the look of your pointer. - [TeleportVive] Tweaked haptic feedback behavior.
- Haptic feedback clicking now considers horizontal / lateral movement
- Haptic feedback is now disabled when pointing at an invalid surface
- Added slightly harder click when user begins to point at a valid surface
- [ParabolicPointer] Increased the default point count from 15 to 25
- Border Renderer and Parabolic Pointer now respect the render layer of their GameObject
- Parabolic Pointer and Vive Teleporter now create new instances of their Materials on start. This fixes a number of aesthetic bugs in the scene view and prevents the scripts from modifying the material files themselves.
- Officially compatible with Unity 5.5 and SteamVR plugin 1.2.0.
Fixed
- [ViveNavMesh] Fixed a bug where the indicator circle does not appear under some circumstances (see #15 and #30). To fix, increase the Vive Navmesh "Sample Radius" parameter.
- [ViveNavMesh] Fixed bug where the Ground Alpha is not editable in the inspector
- [ViveNavMesh] Fixed a bug in the scene view where ViveNavMesh would not render the ground after exiting play mode.
- [TeleportVive] Fixed bug where the chaperone border preview was rotated incorrectly if the camera rig (origin transform) had a rotation other than 0.