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There is now a package (.TestUtilities.2.5.0.unitypackage) that contains the The DefaultHoloLens2InputSystemProfile has also been adjusted to use the new ConicalGrabPointer. Interface, which queries for nearby objects using a cone. This more closely resembles the behavior from the default HoloLens 2 Grab pointers can now be configured to query for nearby objects using a cone from the grab point rather than a sphere. The trigger, grab and menu buttons are currently supported. Users can now simulate motion controller just like hands in editor play mode. Input simulation motion controller in editor Play Mode This replaces the previous Simulate Eye Position field. ![]() See the Eye Simulation Mode field in the input simulation profile and set it to Mouse. Users can now use the Mouse for simulating eye tracking. The HandInteractionExamples scene now has a configurable shortcut to show a help page for input simulation We also improved the handling of the teleport pointer so it handles smoother when transitioning from pointing at nearby surfaces to farther away surfaces. The teleport pointer now has improved animations and audio feedback. Teleport pointer animation, handling, and sound improvements See Scrolling Object Collection for more information. A new option for disabling content masking was also added, making prototyping easier. The MRTK UX component has been upgraded from an experimental feature and offers more freedom for layouting 3D content of different sizes with added support for objects that have no colliders attached. Mousepose earlier version how to#Hand tracking is also supported with the Oculus Integration Unity package thanks to Eric Provencher's work on MRTK-Quest!įor instructions on how to deploy your device on the Oculus Quest using the new pipeline, see the Oculus Quest Setup Guide Scrolling Object Collection MRTK now supports running Oculus Quest Headsets and Controllers using the native XR SDK pipeline. Please review Mixed Reality Toolkit and Unity Package Manager for more information. Mousepose earlier version manual#There are some manual steps required to import the MRTK UPM packages. The Mixed Reality Toolkit can now be managed using the Unity Package Manager. What's new in 2.5.0 Unity Package Manager (UPM) support This release fixes an issue where the teleport destination cursor can stick to hand visuals. This resolves the issue of shaders updated for the Universal Render Pipeline (URP) reverting the legacy behavior the next time the project is loaded. When the Standard Assets package is installed via UPM, the shaders will be copied to the Assets/MRTK/Shaders folder so that they will no longer be immutable. Standard Assets package shaders copied to Assets/MRTK/Shaders Version 2.5.1 also adds an explicit dependency on Text Mesh Pro. This release fixes incorrect inter-package file dependencies (ex: files in Standard Assets no longer incorrectly reference files in Foundation). What's new in 2.5.1 Package dependency errors fixed Support for MSBuild for Unity has been removed as of the 2.5.2 release, to align with Unity's new package guidance. Boundary visualization errors fixedīoundary visualizations, like the floor or walls, will now be properly configured and visible at runtime according to the boundary profile. It also only supports 圆4, ARM, and ARM64 builds. OpenXR in Unity is only supported on Unity 2020.3 and higher. See the MRTK/XRSDK getting started page, Unity's forum post, or Microsoft's documentation for more information. Initial support for Unity's OpenXR preview package and Microsoft's Mixed Reality OpenXR package has been added. What's new in 2.5.2 Add support for OpenXR What's new in 2.5.3 Fixes a regression with Oculus introduced in 2.5.2Ģ.5.2 introduced a build issue when integrating the Oculus SDK. Existing projects that are upgraded will still need this added manually. Fixes an issue with OpenXR via UPMįixes an issue where the OpenXR providers weren't added to the link.xml by default, causing new projects to fail to run on-device when using OpenXR and MRTK via Unity's Package Manager. ![]() This release configures the Device Manager to point to a working set of prefabs on startup. ![]() When using UPM, the OculusXRSDKDeviceManagerProfile would always have its prefabs set to None on startup. What's new in 2.5.4 Fixes a bug with Oculus Integration when using UPM Please import the .tools package to apply a workaround. Mousepose earlier version update#If you are unable to update Visual Studio, This issue is fixed by updating Visual Studio 2019 to version 16.8 or later. There is a known compiler issue that impacts applications built for Microsoft HoloLens 2 usingĪRM64. ![]()
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