Releases: ultraleap/UnityPlugin
UnityModules-4.8.0
Changelog
This release is for 2019 LTS
Major upgrade to Hands Module
- New process for Automatically binding a rigged hand to leap data
- New process for Manually binding a rigged hand to leap data
- Optionally add positional and rotational offsets to any connected leap data point
- RiggedHand.cs will be removed in a future release as its functionality is now covered by the hands module.
Thanks to our contributors:
@zalo
@TheMunro
@MaxPalmer-UH / @DrMaxP
@MattGrayUL
@KarenEnglish
@ElliotPadfieldUL
Unity Modules 4.7.1
Changelog
This release is compatible with 2019.1 and above.
Since UnityModules 4.6.0, this release:
- Updates the
LeapC.dll
's to be compatible with the V5.0.0. Gemini developer preview release. - Adds Support for new "ScreenTop" Tracking Mode; Compatible with 4.9+ Services
- Consolidates editor scripts and add an .asmdef to remove the errors/warnings related to SpatialTracking.
- Adds backwards compatibility back to 2017.4
- Adds a convenience function for the Projected Hand Ray Direction
- Optimizes the rendering performance of Capsule Hands with Instancing
- Adds Advanced Mode Menus to the LeapServiceProviders to tidy up their Inspector
- Adds Server Namespaces (INTERNAL ONLY)
Thanks to our contributors:
@Niram7777
@MaxPalmer-UH / @DrMaxP
@nickjbenson
@zalo
Unity Modules 4.7.0
Changelog
This is the 2018.4 Compatibility Release.
This release:
- Updates the
LeapC.dll
's to be compatible with the V5.0.0. Gemini developer preview release. - Adds Support for new "ScreenTop" Tracking Mode; Compatible with 4.9+ Services
- Consolidates editor scripts and adds an .asmdef to remove the errors/warnings related to SpatialTracking
- Adds backwards compatibility back to 2017.4
- Adds a convenience function for the Projected Hand Ray Direction
- Optimizes the rendering performance of Capsule Hands with Instancing
- Adds Advanced Mode Menus to the LeapServiceProviders to tidy up their Inspector
- Adds Server Namespaces (INTERNAL ONLY)
- Reserializes Scenes for Unity 2018.4 LTS
Thanks to our contributors:
@Niram7777
@MaxPalmer-UH / @DrMaxP
@nickjbenson
@zalo
Unity Modules 4.6.0
Changelog
This RC:
- Updates the
LeapC.dll
's for the impending Orion 4.1.0 Release - Adds a new Visualization Gizmo for the StereoIR 170 Module
- Improves the reporting of Device Statuses through the API
- Promotes
InteractionEngineUtility
to C# Scripts for IL2CPP Compilation (see #1118 ) - Builds the Doxygen Documentation via a Github Action
- Moves the Graphic Renderer Module to the Legacy folder to reflect its status
- Adds the
XRPinchLocomotion
Example Script - Modifies Projection Hand Example for best practices
Thanks to our contributors:
@lazloringUH
@MaxPalmer-UH
@nickjbenson
@zalo
Unity Modules 4.5.1
Changelog
This release of UnityModules adds support for Unity 2020.1.
Note for 2020.1 users: If you get errors related to "SpatialTracking" upon importing the Core module, you need to install the Oculus XR package, which adds the necessary XR dependency.
Only the Core and Graphic Renderer packages have been modified from 4.5.0. For completeness' sake, all of the main modules are included in this release.
Community contributions
- Thank you @StephenHodgson for contributing the LeapCSharp assembly definition file!
With love from the UnityModules team,
@nickjbenson and @jselstad
Unity Modules 4.5.0
We're changing to a unified release model
This release reflects a slight deviation from how we've done UnityModules releases in the past. To make it easier to get releases out the door, we're unifying the versioning system around the "Core Asset" release, and combining modules together into a single release version. Individual module packages are still available, but this path is essentially a roundabout way to copy files into your project, which you can do straight from the repo, now considered the central source of truth on master
.
Changelog
- Moves the LeapMotion folder from Assets to Assets/Plugins. This shortens project build times.
- Upgrades the default Unity version to 2019.2.
- Aims to support Unity 2017.1 through 2019.3. Please submit a ticket if you experience issues using UnityModules with any Unity versions beyond 2017.1.
- Fixes an issue that prevented hands from rendering when using Scriptable Render Pipeline projects.
- Adds a desktop-mode IE example scene.
Hotfixes (2020-05-01):
- Fixes compilation errors in 2018.4.
- Note that the SRP is Experimental in 2018.4 and lacks the correct callbacks to support hand timewarping. As a consequence, hand rendering is not compatible with the SRP in 2018.4.
- Fixes compilation warnings in 2019.3.
Community contributions
- Adds a configuration option to IE two-handed grasps. - @DerSticher
- Adds an event on initial IE contact bone creation. - @SyDroX
Thank you for your contributions!
With love from the UnityModules team,
@nickjbenson and @jselstad
Interaction Engine 1.2.0
Interaction Engine 1.2.0 Changelog
General
- Added the IgnoreCollidersForInteraction component, which causes a Collider to be ignored by the Interaction Engine. This is intended for trigger colliders that should be considered only for raycasting and not, e.g., for grasping or collision.
- Removed the (unused and deprecated) RigidbodyWarper script.
- VR controllers will now be detected at runtime in the IE example scenes that support them. (Previously, they had to be active and visible to Unity as soon as the application started running.) This functionality causes a minimal amount of garbage allocation every few seconds in those scenes, but did not have a noticeable impact on garbage collection times. You can disable this functionality by disabling "pollConnection" on the InteractionXRController script.
Grasping
- Improved the ability to grasp small objects.
- Improved the consistency of grasping an object that was held by the other hand.
- Added OnGraspBegin, OnGraspStay, and OnGraspEnd callbacks to InteractionController.
UI
- Modified the Basic UI example scene to demonstrate how a InteractionButton UI panel can be moved without causing the attached physical buttons to wobble.
Curved Space Support
- Fixed a bug where Interaction Objects inherited LeapSpace components that were only used for an object's LeapGraphics. InteractionBehaviour now only considers any LeapSpaces -- such as LeapCylindricalSpace or LeapSphericalSpaces -- that are on or the parent of a Collider.
Hands 2.1.4
Hands Module 2.1.4 Changelog
- Fixed an issue where RiggedHand would occasionally raise a LookRotation error.
- Added an option for Rigged Hands to scale their last fingerbones, which allows rigged hands to achieve correct fingertip positions when tracked hands do not precisely match the scale of the model the hand was rigged on.
Graphic Renderer 0.1.3
Graphic Render 0.1.3 Changelog
- If you are upgrading a project using the Graphic Renderer from 2017.3 to 2017.4, you may experience a crash when opening certain scenes. This is due to sprite library data incompatibility and can be resolved by deleting your Temp and Library folders and re-opening Unity.
- Fixed an issue where graphics in Dynamic or Text groups would cause MissingReferenceExceptions when deleted. Note that you cannot delete (or add) graphics in Baked groups, although you can disable them.
- Fixed an issue where tints and vertex colors were not correctly converted to linear space when the application was targeting linear space rendering.
- Incremental bugfixes for stability.
Core Assets 4.4.0
Leap Motion Unity Core Assets 4.4.0 Changelog
- Supported Unity versions: 5.6.2, 2017.1-4, 2018.1.
VR Rig Simplification
- The number of scripts required to construct a Leap Motion-enabled VR rig has been greatly reduced, and the required rig hierarchy has been heavily simplified. Hand data that is adjusted correctly for XR headset and device latency can now be gotten by adding a single component to the Main Camera, and the hand model pipeline has been simplified to a single manager component driving managed model components. If you are upgrading from an older project that incorporated Leap rigs from Core 4.3.4 or earlier, you can auto-upgrade these rigs by opening the scene that contains them and checking the new Leap Motion SDK window: Window->Leap Motion.
Leap SDK
- Added the Leap Motion SDK Window, accessible via Window->Leap Motion. Use this window to scan and upgrade old (Core 4.3.4 and earlier) Leap rigs, check settings for the Interaction Engine, and adjust module preferences for the Graphic Renderer.
- The LeapCSharp source is now provided directly in UnityModules and no longer hidden behind a managed DLL. It has received some upgrades in the process, and although it's still a little rough around the edges, it is a useful reference if you would like to construct LeapC bindings for a new language.
- Added VectorHand, one of many potential lightweight encodings of a Leap Hand. This lossy encoding is suitable for lightweight recording and playback or network transmission.
- Fixed a bug where hand.TimeVisible was not being set with the correct units.
- Added the PostProcessingProvider base class, a pattern for applying your own post-processes to Leap frame data.
- Added an example scene demonstrating a stateless and a stateful PostProcessProvider: ProjectionPostProcessProvider and InertiaPostProcessProvider.
Utilities
- Query system: Overhauled to remove reliance on type-generic structs to support IL2CPP.
- BitConverter no longer requires unsafe code EXCEPT when targeting IL2CPP. If you wish to compile using IL2CPP, you must allow unsafe code.
- Added an ArrayPool data structure, used by the overhauled Query system.
- Fixed an issue when ImplementsInterface attribute was used for ScriptableObjects.
- Added some Runtime Gizmo drawing functions, such as DrawEllipsoid.
- added SigmoidUpDown as a DefaultCurve for quick AnimationCurve initialization.
- Removed a warning when Hands.Provider returned null, since many valid scenes may simply not be set up for Leap devices.