v0.2.1
Exciting update! StereoKit now works on SteamVR's OpenXR runtime! Also, a number of features finally land as OpenXR 1.0.9 brings a couple cool extensions out of preview. Which means StereoKit also now supports OpenXR's hand tracking instead of UWP's, 3rd eye render for more accurate screenshots/video, as well as QR code support!
Additions / Changes
- SteamVR support!
- Updated to OpenXR 1.0.9.
- QR Code support through the OpenXR Spatial Bridge extension. See Pose.FromSpatialNode.
- 3rd eye render on HoloLens 2 though the OpenXR Secondary View extension! Now your holograms will line up with the real world :)
- Articulated hand tracking through OpenXR. Previously was platform specific through UWP functions.
- Flatscreen options to set FOV and background clear color
- stereokit.h is now fully C compatible, allowing for easier interop with other languages. See here for basic V and Zig examples.
- Default asset ids are now available as constants in C.
Fixes
- Fixed OpenXR implementation ignoring near/far clip planes.
Install
Installation is via Visual Studio templates and NuGet, please refer here for instructions!
https://stereokit.net/Pages/Guides/Getting-Started.html