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Changelog

Current version

0.6

  • Unity changes
    • Unity updated to 2019.4.25f1
  • Misc VR releated changes
    • Added teleportation. Press thumb sticks to teleport. it might come in handy if you can't play in room scale mode.
    • Fixed player orientation. No longer need to turn back around to see cabinet.
  • Adjusted collider for Q2 controller
    • Special thanks to KonaKona on Discord for bug report and fix
    • Because of this, playing this fork on openvr compatible headsets other than Quest 2 will face some issue. See #3 for more info.
  • Changed splash image (a.k.a "Made with Unity")
  • Implemented more LED hooks
    • Now button lights on player 2 side and both body lights works.

Old versions

0.5

  • Unity and VR libraries changes
    • Unity updated to 2019.4.19f1
    • VR library changed to OpenVR Unity XR plugin (v1.1.4) + SteamVR unity plugin (v2.7.2)
  • Changed cabinet model
    • Model is based on Club SEGA project, changed some textures
  • Adjusted button & touch trigger area
    • Button trigger area is smaller than previous version
    • Touch trigger is more arcade accurate
  • Changed touch area keymap for MaiSense
    • For this fork, you need to use MaiSense otherwise touch will not work at all.
  • Changes for Oculus Quest 2
    • Controller vibration no longer go crazy
    • Adjusted controller collider position for Q2 controller model
    • Other openvr compatible headsets are still works
  • Button LED hook reworked
    • Buttons are now sync with game, just like as it should be
  • Some feature removed
    • Maimai camera and its recording function (RockVR)
    • Multiplayer function (P2 is not working at all - MaiSense limitation)
    • Graphics quality selection window at startup (Unity removed this in recent version)
    • Decoration cabs removed

0.4

  • Oculus headsets should work now

0.3

  • Switched support from GreeN to FiNALE
  • Updated cabinet artwork to fit the FiNALE theme
  • Touch input now mostly works (can sometimes be a bit dodgy)
  • LED hooks implemented (may or may not lag the environment, didnt lag too bad for me)
  • You can now use any part of the controller to hit buttons

0.2

  • Input lag greatly reduced
  • VJoy/UCR no longer required, virtual buttons can now interface directly with the game
  • 2 player is supported HOWEVER you would need to somehow get a 2nd VR headset in the game or something unless you wanna try play doubles with yourself

0.1

  • First version