Skip to content

Releases: provencher/MRTK-Quest

v0.4.6 - Stability Improvements

24 Feb 22:05
5f17cdf
Compare
Choose a tag to compare
Pre-release
  • Only modify performance levels if running on device
  • Added shader variants collection to avoid compiling shaders at runtime
  • Fixed issue destroying controllers and hands

v0.4.5 - Perf Improvements + Package Release!

23 Feb 22:48
01a9c1a
Compare
Choose a tag to compare

Following some feedback, v0.4.5 marks the first release where MRTK-Quest can be installed using a unity package!

Instead of needing to worry about cloning this repository, each release will now come with an associated .unitypackage to make it easier to add Quest support to existing MRTK projects.

v0.4.5 also brings the following bug fixes and performance improvements

  • Fixed Shader bug was present when using OpenGLES3.1 by switching to Auto-Graphics API
  • Deleted deprecated sample scenes
  • Exposed Oculus performance settings, with default performance levels set to 4
  • dynamic batching enabled
  • multi-threaded rendering enabled

v0.4.4 - Oculus integration v13 integration

07 Feb 17:23
91fd59a
Compare
Choose a tag to compare
  • Hand ray transform not being well aligned to tracking origin
  • Corrected changes to hand joint rotations
  • Updated version number to 0.4.4

v0.4.3 - Fix hand tracking pointers

06 Feb 19:59
94fb335
Compare
Choose a tag to compare
Pre-release
  • Fixed a bug that would permanently destroy pointers for hands when hands are no longer tracked.

v0.4.2 - Bug Fixes + Return of hand menu!

06 Feb 14:54
fbe4292
Compare
Choose a tag to compare
  • Returned to latest MRTK dev branch
  • Re-added hand menu
  • A change to how pointers are handled in MRTK, introduced a new function called "RecyclePointers" in the base device manager. Added this call when sources are lost, in order to properly clean up pointers.

v0.4.1 - Bug Fixes

04 Feb 22:00
33ac02e
Compare
Choose a tag to compare
v0.4.1 - Bug Fixes Pre-release
Pre-release
  • Revert to MRTK 2.2 Release
  • Made trigger and grip both select
  • Temporarily disabled hand menu in scene

v0.4 - Avatar hands support!

02 Feb 23:46
7335d03
Compare
Choose a tag to compare
Pre-release

Improvements:
#4 - Added support for Avatar Hands.
Avatar hands are now enabled by default.
They can be toggled on and off via the new MRTK-OculusConfig scriptable object in the ThirdParty resources folder.
Avatar hands have fully mapped hand joints, which bring full support for hand-based interactions using them.
Changed to make use of grip button for near grabbing, as finger tip is used for selection interaction on near interactibles.
Updated sample scene to fully support everything the HL2 interaction scene supports.

Fixes:
#3 - Fixed hand bounds not being updated for controllers. This was due to not calling the hand joint input system update event.

v0.3 of Prnvcher MRTK for Quest Extension

31 Dec 23:09
Compare
Choose a tag to compare

Changelog:

  • Hand emulation using controllers (WIP - hand menus are still a bit funky, but most things work great, including poking.

  • Working Controller / hand hotswapping. Pressing any button on the controllers in-app will switch to them from hand tracking. Then enabling hand tracking in the system menu while the app is running, properly switches back to hands.

  • Improved pinch logic to make grabbing more reliable.

  • Fixed joint rotations for all hand joints, rather than just palm. This will fix the finger tip cursor.

Prvncher edit of Oculus Quest MRTK extension

30 Dec 22:03
Compare
Choose a tag to compare

Release v0.2.0

Changes to Quest Integration:

  • Simplified demo scene, and adjusted rendering to improve for Quest

  • Fixed Palm rotations (this is a temp hack until Oculus figure out how to generate usable palm rotations that make sense). These new palm rotations make Quest hands 1:1 with HoloLens 2 hands, which means all hand menus and such are now usable.

  • Removed MRTK hand ray logic, and replaced with the far superior Quest Hand Pointer, to match the rays used in the Quest Menu.

  • Hand rays only appear when hands are facing along the direction of the head gaze.

Changes to MRTK:

  • Added Hybrid rotation behavior to hand menu to allow neat flip up behavior for exposing hand menus. (PR will come soon for this)