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Releases: WetzoldStudios/traVRsal-sdk

v1.2.258

25 Nov 16:42
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Features

  • New transition property SkipChecks to allow move and scale on transitions

v1.2.237

19 Nov 10:47
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Features

  • Increase GPU on devices that support it
  • Set passthrough active per default if it was default in home
  • New Global Function: SetPassthrough

Bugfixes

  • Remove artifacts from main menu in passthrough
  • Passthrough fixes
  • Fix potential initialization issues when using EnemyBehaviors with waypoints

v1.2.199

31 Oct 14:27
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Features

  • Upgrade to Unity 2023.1
  • Switch to OpenXR & Vulkan
  • Add passthrough capabilities
  • Ability to activate Passthrough in advanced settings
  • Allow toggling between Passthrough simulation and VR in studio
  • Improve featured worlds in main menu to work better in passthrough
  • New zone attribute: passthrough
  • Upgrade Vivox, MRTK and many other technical dependencies
  • Improved readability of studio hotkeys

Bugfixes

  • Fix voice chat not working anymore in Multiplayer after Quest upgrade v52
  • Fix random materials in mazes not working
  • Fix replacement rules with multiple keys not using materials property

v1.1.446

14 May 20:34
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Features

  • Enable multiplayer in studio

v1.1.441

23 Apr 21:13
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Features

  • Toggle Studio full-screen via shift+F11
  • New world property: SkyboxDistance

v1.1.438

14 Apr 14:46
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#Features

  • Move player upon teleport
  • Upgrade packages

#Bugfixes

  • Fix target hits not being recognized for custom keys

v1.1.437

23 Feb 11:05
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Features

  • New zone property: VisibleZones to list any zones that should be visible in addition but are unreachable from here
  • Support named targets inside scenery to be shown in data bindings correctly

Bugfixes

  • Some targets were not counted correctly anymore

v1.1.435

20 Jan 13:39
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Features

  • New damageable property: Remove Full Object to allow partial object removal, e.g. inside sceneries

Bugfixes

  • Don't play mover/rotater/scaler audio during loading anymore

v1.1.427

05 Dec 22:34
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Features

  • Skip loading unrelated chapters in case they are independent, resulting in a huge performance and memory boost during loading
  • New Zone property: FloorVisibility to hide floors that are a specific distance away, dramatically increasing performance
  • Adjust debug unlock to be only on one hand not to trigger accidental handedness switching
  • Granade/Grip hand pose
  • New transition property: Skybox to show a skybox also in mazes
  • Support validTags restriction also for replacement rules
  • Make RPM avatars default
  • Warn if applying damage property in spawn rule on object without damage inflictor

v1.1.426

05 Dec 08:45
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Features

  • Support left-handedness
    • Auto-switch main hand in menu when pressing buttons of other controller
  • New randomizer options: Keep only specific amount of objects and keep only specific amount of components
  • Show RPM avatars in mirror
  • Move ListExt and MathExt to SDK
  • Pyramid fixes
    • Fog in Pyramid
    • Flashlight hand pose
    • Remove IAP
  • Introduce drones in AITO environments
  • Make agent waypoint threshold definable
  • Support defining multiple fire points in projectile shooters which will be chosen randomly
  • Support rotating agents towards player on Y or X and Y
  • Ability to adjust agents vertically to waypoints
  • Support [zone] placeholder also for waypoints of enemy behaviors
  • Warn in studio if tile map references out-of-project tile sets
  • Predefined hand pose support in grabbables
  • Support for hide hands for Meta avatars
  • New world property: playIntroInstructions
  • New GlobalFeature call: PlayAudioEffect
  • Buttons now support AudioEffect property
  • Reorganized button specific properties in wiki into separate section
  • Reload RPM Mirror avatar on change

Bugfixes

  • Fix [zone] waypoints not being cached correctly in all cases
  • Fix agents sometimes getting stuck on waypoints
  • Fix multiple inventory bugs
  • Clear hand pose again when dropping object
  • Fix player falling during pause
  • Fix player falling on pause or death if last action was grabbing something