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ShockWave Avatar Panel 0.1.2 — handles and in-game fitting

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@Szeb95 Szeb95 released this 23 Oct 01:14

Requires the existing ShockWave Windows 0.7.10 or later. No new EXE is needed for this avatar-only update.

Changes

  • World locked when not attached: both hand modes off leaves the panel fixed where you place it, through head movement, walking and stick turns. Hide/show brings it back beside the right hand.
  • Handles work in Touch and Pointer: make a Fist on either floating handle with either hand. Pistol/Thumbs Up do not grab.
  • Draw while holding: stable grips allow the free hand to touch or point/draw. The gripping hand's pointer and clicks are suppressed, with short guards while attaching/dropping.
  • Adjust an attached panel in VR: grab a handle with your left Fist, move/rotate it, then release. It reattaches to the right wrist at that adjusted offset. The mounted right wrist cannot grab itself.
  • Attach on the fly: grab a floating panel, select In right hand or Back of right hand while holding, position it, then release. It waits for release and attaches without jumping to the preset.
  • The adjusted fit survives mode toggles and hide/show. A new handle grab replaces the previous temporary fit, and avatar reload resets it; use the existing Editor capture flow for a permanent uploaded default.

Apply the update

Update ShockWave Avatar Panel to 0.1.2 in VCC. In Unity open Tools → ShockWave → Panel, explicitly Update Toy Control on Avatar, then save/upload when ready. Updating VCC tools does not automatically modify an existing avatar.

Panel guide and capture instructions

Verification

217 isolated Unity checks passed in Linear and Gamma, using the final 31 packaged files. Actual SDK solving checked fixed world position/rotation, jump-free rebake and wrist following. State/input fixtures checked both hands/handles/modes, opposite-hand drawing, attached adjustment and fit retention. The unchanged app passed 140 panel/shocker checks.

No hardware commands or real Unity project modifications were performed. Uploaded-avatar/headset handling and physical-device response still need an owner retest. Avatar wire contract v7, limits, Test mode, expiry and no retry/replay remain unchanged. The avatar still uses 618 local expression parameters, zero synced cost, 13 FX layers, four constraints, 41 Local Only receivers and four Local Only senders.

This avatar-only release is excluded from GitHub latest, preserving Windows app updates.