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Releases: GodotVR/godot_oculus_mobile

3.3.1

27 Jan 00:40
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Release 3.3.1

  • Update the value of the com.oculus.supportedDevices meta-data tag to all to match the version in the Godot Engine.

3.3.0

05 Nov 22:16
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Release 3.3.0

What's Changed

  • Update to version 33 of the Oculus Mobile SDK.
  • Update to version 3.4 of the Godot Android library.
  • Misc bug fixes and improvements.

Full Changelog: v3.1.0...v3.3.0

3.1.0

18 Jun 06:57
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Release 3.1.0

Features:

  • Update to version 27 of the Oculus Mobile SDK.
  • Update to version 3.3 of the Godot Android library.
  • Introduce the PoseRecentered signal (and java callback) to notify of pose recentering events.
  • Add OvrSystem::get_driver_version() to access the version for the vrapi driver.
  • Add support for updating the engine iterations frequency alongside the refresh rate.

Bug Fixes:

  • Resolve issue causing the touch controllers' joyticks to have invalid axis input when resuming from hand tracking.

Breaking Changes:

  • Change the axes used for the finger pinch strength. This was done to resolve the bug mentioned above. The new axes mappings are as follow:
    • Index finger pinch strength -> axis 4
    • Middle finger pinch strength -> axis 5
    • Ring finger pinch strength -> axis 8
    • Pinky finger pinch strength -> axis 9

3.0.1

10 Feb 00:22
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Release 3.0.1

Bug fixes:

3.0.0

08 Dec 17:54
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Release 3.0.0

Features:

  • Update to version 23 of the Oculus Mobile SDK.
  • Add support for the Oculus Quest 2
  • Add OvrSystem API:
    • OvrSystem::is_oculus_quest_1_device(): Use to check for Oculus Quest 1 devices
    • OvrSystem::is_oculus_quest_2_device(): Use to check for Oculus Quest 2 devices
    • OvrSystem::get_device_type(): Return an int describing the device type. The returned value can be checked against OvrVrApiTypes.OvrDeviceType enum values.
  • Update the demo project with support for the Oculus Quest 2
  • Bug fixes and documentation improvement

Breaking Changes:

  • Deprecate support for the Oculus Go and clean up deprecated APIs

2.1.0

13 Oct 05:53
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Release 2.1.0

Features:

  • Update to version 19 of the Oculus Mobile SDK.
    • Note: This is the last version of the Oculus Mobile SDK to support the Oculus Go.
  • Add API to detect whether controllers or tracked hands are in use.
  • Add API to query and update the device color space.
  • Update demo project to demonstrate use of the hand pointer pose API (Fix #119).

Breaking Changes:

  • Consolidate display related APIs under the OvrDisplay class:
    • OvrDisplay.set_color_space(int color_space): Use to update the device color space.
    • OvrDisplay.get_color_space(): Use to retrieve the device color space (this is a constant for each device type).
    • OvrDisplay.set_display_refresh_rate(float refresh_rate): Use to update the device display refresh rate.
    • OvrDisplay.get_supported_display_refresh_rates(): Retrieve the list of refresh rates supported by the device.
  • Deprecate and remove the OvrDisplayRefreshRate class.

Note:
Due to the Oculus Go deprecation by Oculus, a Oculus Go specific branch will be created following this release in order to address the needs for users that still use the plugin for development on the Oculus Go.

2.0.0

29 Jun 05:16
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Release 2.0.0

Features

Bug Fixes

  • Fix Oculus Go controller handling (#115, #114)
  • Fix Oculus Quest controller vibration (#96, #107)
  • Fix controllers' worldscale handling (#105)
  • Fix demo's target framerate (#95)

Known Issues

1.0.0

29 Jun 04:16
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Initial stable release! Enable support for the following Oculus mobile devices on Godot:

  • Oculus Quest
  • Oculus Go
  • Gear VR

Godot asset library