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@rusmaxham rusmaxham released this Jul 17, 2019 · 1 commit to master since this release

GVR SDK for Unity v1.200.1 (2019-07-17)

Breaking changes

  • Removed all instances of deprecated GUILayer component from the Main Camera in all sample scenes, for compatibility with Unity 2019.3.

Deprecations

  • Dropped support for Unity 2018.1 due to lack of Java8 support and the Google VR SDK for Android now requiring it. 2017.4 LTS is still supported.

Bug fixes

  • Fixed Unity 2019.3 build error "More than one file was found with OS independent path 'lib/armeabi-v7a/libgvr_audio.so'.".
Assets 4
Apr 2, 2019
GVR SDK for Unity v1.200

@corbinlarson1 corbinlarson1 released this Apr 2, 2019 · 3 commits to master since this release

Support for Unity 5.6 has ended

Unity has discontinued support for 5.6. As a result, we have discontinued support of Unity 5.6 and have raised the minimum supported version of Unity to 2017.4.

Breaking changes

  • GvrXREventsSubscriber.loadedDeviceName's setter is now private.
  • The deprecated GvrAudio* components have been removed. If your project uses GvrAudio, please upgrade to Resonance Audio (developers.google.com/resonance-audio/migrate). Resonance Audio supports Unity 2017.1 and newer and is natively integrated in Unity 2018.1 and newer.

Behavioral changes

  • Decreased render priority of GvrController.shader from Overlay+100 to Transparent to address controller render order issues.

Other changes

  • Added documentation to all public methods, classes and properties.
  • Added Beta features to Instant Preview, enabling the following:
    • Controller Configuration
    • Controller Tracking Status
  • Added Instant Preview support for handedness preferences.
  • The InstantPreview.cs script now always launches Instant Preview's VR-mode intent (it previously occasionally launched the 2D-mode intent).
  • New DemoInfoPanel component and prefab to log and show developer information, including app and SDK versions.
  • GoogleVR/Beta/Demos rearranged to use same structure as GoogleVR/Demos.
  • Renamed some fields across demos and internal code.
  • Reordered tokens in all classes to conform to standard C# style.
  • All C# files now adhere to 100-character line limit.
  • Updated bundled lib GVR for Android to v1.200.0.
  • Added Android 64 bit build support.
  • Fixed a NullReferenceException in the VideoDemo scene when clicking the Daydream controller App button.
  • Removed unused components from the VideoDemo scene.

Experimental see-through mode

To learn more about see-through mode, read our announcement and developer documentation for the Android NDK and Unity.

Experimental features and GoogleVR.Beta APIs

NOTE: Beta APIs in the GoogleVR.Beta namespace are not subject to the usual deprecation process. Beta APIs are expected to change and may be removed entirely in a future version without warning.

  • New GvrBetaHeadset prefab provides UI properties to configure see-through mode on scene start. Use this in place of GvrHeadset prefab.
  • New GvrBetaHeadset class that provides an API to change see-through mode at runtime.
  • New GvrSeeThroughUI shader and material to do proper alpha blending with see-through mode.
  • Updated all GoogleVR shaders to do proper alpha blending with see-through mode. The alpha channel blend operation OneMinusDstAlpha One has been appended to the existing color channels blend operation of SrcAlpha OneMinusSrcAlpha.
  • New GvrBetaSettings class that provides an API to query status and request use of experimental system features like see-through mode.

New beta demo scene HelloMR demonstrates new experimental see-through mode features:

  • Allows the user to cycle through different see-through modes.
  • Component DemoSeeThroughController cycles through different see-through modes whenever any controller's App button is clicked.
  • Asks the user to enable see-through mode if the system supports it and it is not enabled.

Bug fixes

  • Fixed issue 941 where Instant Preview was being installed on devices that aren't Daydream-ready.
  • Fixed issue 944 where manually setting GvrPointerInputModule.Pointer doesn't cause the GvrPointerGraphicRaycaster to clear the cachedPointerEventCamera field, leading GvrPointerGraphicRaycaster.eventCamera to return an incorrect camera when using RaycastMode.Direct.
  • Fixed issue 985 where mouse left click no longer triggered pointer click events for the Cardboard VR SDK emulation in Editor.
  • Fixed Issue #1009. Upgrade native_libs gradle build to 3.3.1.
  • Fixed an issue in Instant Preview where GvrPointer raycasts would be projected from the wrong origin.
Assets 4

@rusmaxham rusmaxham released this Jan 16, 2019 · 3 commits to master since this release

GVR SDK for Unity v1.190.1 (2019-01-16)

Support for Unity 5.6 ending soon

Unity has discontinued support for 5.6. As a result, starting with Google VR SDK v1.200.0 we will discontinue support of Unity 5.6 and raise the minimum supported version of Unity to 2017.4.

Bug fixes

  • Issue #998 where InstantPreview.UpdateEvents() would raise an EntryPointNotFoundException on Windows.
Assets 4

@corbinlarson1 corbinlarson1 released this Jan 11, 2019 · 4 commits to master since this release

GVR SDK for Unity v1.190.0 (2019-01-11)

Support for Unity 5.6 ending soon

Unity has discontinued support for 5.6. As a result, starting with Google VR SDK v1.200.0 we will discontinue support of Unity 5.6 and raise the minimum supported version of Unity to 2017.4.

Deprecations

  • The Controller Emulator has been deprecated. Please use Instant Preview instead.

Other changes

  • Added support for the following methods for 6DoF headsets when using Instant Preview:
    • TryGetFloorHeight()
    • TryGetRecenterTransform()
    • TryGetSafetyRegionType()
    • TryGetSafetyCylinderInnerRadius()
    • TryGetSafetyCylinderOuterRadius()
  • Added support for the following events for 6DoF headsets when using Instant Preview:
    • GvrEventType.Recenter
      • GvrRecenterEventType.RecenterEventRestart
      • GvrRecenterEventType.RecenterEventAligned
    • GvrEventType.SafetyRegionExit
    • GvrEventType.SafetyRegionEnter
  • Updated HelloVR controller connection status messages for clarity.
  • Updated Instant Preview error messages when adb is not found.
  • DemoSceneManager's HeadsetDemoManager component now only logs debug console messages when its Enable Debug Log checkbox is checked.
  • Added console warning in editor if a VR enabled camera's near clipping plane might cause Daydream controller clipping.
  • Added Controller Emulator deprecation warning message to Gvr Controller Input component UI.
  • Updated copyright headers in all *.cs files.
  • Updated bundled lib GVR for Android to v1.190.0.

Experimental features and GoogleVR.Beta APIs

  • Added limited support for Daydream experimental 6DoF controllers developer kit when using Instant Preview.
    • Note, while the experimental 6DoF controllers will be 6DoF tracked, Instant Preview currently renders the 6DoF controllers using the Daydream (3DoF) controller mesh and skins. The correct 6DoF controller mesh and skins will be used when the app is built and run on device.
    • GoogleVR.Beta APIs GvrControllerInputDevice.GetConfigurationType() and GvrControllerInputDevice.GetTrackingStatusFlags() are not yet supported by Instant Preview.

Bug fixes

  • Fixed NullReferenceExceptions from DemoInputManager.SetControllerInputActive() in KeyboardDemo and VideoDemo scenes.
  • Fixed issue 972 where the Controller Emulator created singleton game objects when set to OFF.
Assets 4

@rusmaxham rusmaxham released this Nov 26, 2018 · 6 commits to master since this release

Support for Unity 5.6 ending soon

Unity has discontinued support for 5.6. As a result, starting with Google VR SDK v1.200.0 we will discontinue support of Unity 5.6 and raise the minimum supported version of Unity to 2017.4.

Breaking changes

  • Removed components deprecated in v1.70.0:
    • GvrController. Use GvrControllerInput instead.
    • GvrControllerVisualManager. Use GvrTrackedController instead.
    • GvrPointerManager. Use GvrPointerInputModule instead.

Deprecations

  • Using the Controller Emulator app to emulate a Daydream controller is deprecated. To test your app in the editor, use Instant Preview instead. The GvrControllerMain prefab now defaults the Emulator Connection to OFF.

New APIs & functionality

  • Added GoogleVR.Beta namespace containing new beta APIs to support experimental 6DoF controllers. See below for additional details.
  • Added properties to GvrControllerInputDevice: Buttons, ButtonsDown, and ButtonsUp which return the bitmask of all buttons that are currently down, just went down, and just went up.
  • GvrControllerVisual changes:
    • Added protected virtual method GetVisualAssets(). Subclasses can override this method to change the mesh and material of the visual rendering. This method is called every frame during the visual update process.
    • Changed PreferredAlpha to virtual.
  • GvrControllerInputDevice changes:
    • Added full buttons state getters Buttons, ButtonsDown, and ButtonsUp, which return the various states for all buttons in one call.
  • Added properties to GoogleVR/Unlit/Controller shader for setting the UV position and radius of the touchpad.

Other changes

  • Controller implementation now interfaces with a new shim library that is shared with Unity 2018.3 and later. These changes should be invisible to app developers, and are mentioned here for completeness only.
  • Updated bundled lib GVR for Android to v1.180.0.
  • Binaries in the SDK are now covered by the Google API TOS.

Bug fixes

  • Fixed issue 863 where video autoplay fails if the delay is shorter than the first frame.
  • Fixed issue 870 where switching scenes would cause Instant Preview to attempt to destroy previously destroyed cameras, resulting in error messages.
  • Fixed issue 947 where setting Time.timeScale to 0 would cause undefined behavior for MouseControllerProvider gyro values, resulting in error messages.
  • Fixed issue 954: changed GvrBuildPreprocessor's error messages to warning messages, to support developers build both Google VR and non-Google VR mobile apps.
  • Fixed GvrPointerInputModuleImpl.IsPointerOverGameObject to check the pointerId of the CurrentEventData.

Experimental 6DoF controllers

To learn more about the experimental 6DoF controllers, read our announcement and developer documentation.

New APIs and functionality

  • GvrControllerButton: Added Trigger and Grip buttons.

New GvrEventSystem behavior

  • Experimental 6DoF controllers emit PointerDown, PointerUp, and PointerClick pointer events, triggered by GvrControllerButtons TouchPadButton, Trigger, Grip, and App.
    • Daydream (3DoF) controllers will continue to emit pointer events for only TouchPadButton, but not the App button.
  • PointerEventData is generated such that TouchPadButton and Trigger buttons trigger UI components' click behaviors, while App and Grip will not.
  • PointerEventData generated by controllers now contains extended event information exposed through the new PointerEventData methods:
    • The actual type of the PointerEventData is now of type GvrPointerEventData. This is an internal detail, and only mentioned for completeness.
    • GvrGetButtonsDown() returns the GvrControllerButton that went down to trigger the event.
    • GvrGetControllerInputDevice() returns the GvrControllerInputDevice from which the pointer event originated.

New Beta APIs & functionality

NOTE: Beta APIs in the GoogleVR.Beta namespace are not subject to the usual deprecation process. Beta APIs are expected to change and may be removed entirely in a future version without warning.

  • New assets and material for the experimental 6DoF controllers.
  • New GvrBetaControllerPointer prefab that uses new GvrBetaControllerVisualMulti component to switch controller meshes at runtime and change controller transparency based on positional tracking status.
  • GvrControllerInputDevice.GetConfigurationType() returns whether a controller is 3DoF or 6DoF.
  • GvrControllerInputDevice.GetTrackingStatus() returns a controller's positional tracking status.

New beta demo scene Hello6DoFControllers demonstrates new experimental 6DoF controller features:

  • Demonstrates use of two controllers.
  • Component DemoObjectController6DoF demonstrates usage of the experimental 6DoF controller's grip button to "grab" the floating object.
Assets 4

@rusmaxham rusmaxham released this Aug 30, 2018 · 7 commits to master since this release

Other changes

  • Instant Preview now properly applies the neck model to 3DoF headsets.
  • Updated bundled lib GVR for Android to v1.170.0.

Bug fixes

  • Fixed issue 690 where setting Time.timeScale = 0 caused the the Cardboard reticle pointer to disappear.
  • Fixed issue 835 where accessing XRSettings.loadedDeviceName was unnecessarily allocating memory every frame, resulting in excessive garbage collection. The new GvrXREventsSubscriber class now avoids per-frame allocations in Unity 2018.3 and later.
  • Reduced garbage collection by moving an allocation in AndroidNativeControllerProvider from every frame to once at class instantiation.
  • Fixed issue where incorrect "No GvrEditorEmulator instance was found in your scene. Please ensure that GvrEditorEmulator exists in your scene." messages would appear when only one was present.
  • Fixed Unity case 537052 where GvrReticlePointer didn't trigger buttons properly when tilted more than 45˚ from vertical.
  • Specified doc URLs for Google VR script components. Clicking the components' doc icon in the inspector view will now open the corresponding API reference docs.
Assets 4

@rusmaxham rusmaxham released this Jul 3, 2018 · 8 commits to master since this release

Multiple controller support

  • New GvrControllerInputDevice class for accessing controllers, accessible via GvrControllerInput.GetDevice(GvrControllerHand hand).
  • New GvrControllerInput.OnDevicesChanged event to handle changes in GvrControllerInputDevice instances. Old instances will be marked invalid and error when used. When this event fires, re-fetch the desired GvrControllerInputDevice from GvrControllerInput.GetDevice(). New handlers added to this event will be called immediately upon adding.
  • New GvrControllerHand enum for specifying handedness.
    • Values: Right, Left, Dominant, NonDominant.
    • Dominant controller will always be present on single and multiple controller systems and will map to the Right or Left controller depending on the handedness system prefrerence setting (GvrSettings.Handedness).
  • New GvrControllerButton enum for specifying controller buttons. Values can be OR'ed together to create a multi-button mask.
  • New GvrTrackedController.ControllerHand property to specify which hand GvrTrackedController tracks.
  • New IGvrControllerInputDeviceReceiver interface. Script components that that implement this receiver interface and are children of GvrTrackedController or children of the object set in GvrTrackedController.ArmModel will receive callbacks when the tracked controller initializes or changes its device instance.
  • GvrControllerPointer prefab defaults to Dominant controller.
    • The prefab will automatically track the Daydream controller on devices that only support one controller.
    • To develop for devices that support two controllers, add a second prefab instance to your scene and change the hand property to NonDominant.
  • HelloVR scene now has two GvrControllerPointer game objects for Dominant and NonDominant hands.
    • On devices that only support a single controller, only the Dominant controller will be activated at runtime.
  • DemoSceneManager prefab updated for 2 controllers.
  • DemoInputManager's ControllerPointers property is now an array to handle multiple controllers. Since there can only be one pointer at a time, DemoInputManager activates the single pointer on the last controller the user clicked the App or TouchPadButton button.
  • Generally, when upgrading from obsolete GvrControllerInput methods to GvrControllerInputDevice methods, you will need to consider how best to get GvrControllerInputDevice instance updates. If your component will be a child of GvrTrackedController, then your component should implement the IGvrControllerInputDeviceReceiver interface to receive device instance updates from GvrTrackedController. This has the advantage that your component will automatically get the GvrControllerInputDevice of the hand for which the parent GvrTrackedController is configured. If your component lives outside of GvrTrackedController you can either fetch a device instance every time you need one from GvrControllerInput.GetDevice(), or register an event hander for GvrControllerInput.OnDevicesChanged to receive callbacks when device instances change and cache the result of a call to GvrControllerInput.GetDevice().

Breaking changes

None.

Deprecations

  • Most of the static GvrControllerInput methods and properties have been deprecated. Replacement methods and properties can be accessed on the new GvrControllerInputDevice instances:
    • The following static properties are available, with the same name, as GvrControllerInputDevice instance properties:
      • OnStateChanged
      • State
      • Orientation
      • Gyro
      • Accel
      • ErrorDetails
      • StatePtr
      • IsCharging
      • BatteryLevel
    • The following static properties have been deprecated and are replaced by a single TouchPos instance property on GvrControllerInputDevice that returns center relative touch coordinates:
      • GvrControllerInput.TouchPosCentered (center is (0, 0)) -> TouchPos (center is (0, 0))
      • GvrControllerInput.TouchPos (top-left is (0, 0)) -> TouchPos on GvrControllerInputDevice (center is (0, 0))
    • The following static methods have been replaced by similarly named GvrControllerInputDevice instance methods. Method names have been changed for consistency with Unity's Input API:
      • GvrControllerInput.IsTouching() -> GetButton(GvrControllerButton.TouchPadTouch)
      • GvrControllerInput.TouchDown() -> GetButtonDown(GvrControllerButton.TouchPadTouch)
      • GvrControllerInput.TouchUp() -> GetButtonUp(GvrControllerButton.TouchPadTouch)
      • GvrControllerInput.ClickButton() -> GetButton(GvrControllerButton.TouchPadButton)
      • GvrControllerInput.ClickButtonDown() -> GetButtonDown(GvrControllerButton.TouchPadButton)
      • GvrControllerInput.ClickButtonUp() -> GetButtonUp(GvrControllerButton.TouchPadButton)
      • GvrControllerInput.AppButton() -> GetButton(GvrControllerButton.App)
      • GvrControllerInput.AppButtonDown() -> GetButtonDown(GvrControllerButton.App)
      • GvrControllerInput.AppButton() -> GetButtonUp(GvrControllerButton.App)
      • GvrControllerInput.HomeButtonDown() -> GetButtonDown(GvrControllerButton.System)
      • GvrControllerInput.HomeButtonState() -> GetButton(GvrControllerButton.System)

Behavioral changes

  • HeadsetDemoManager debug logging of safety region and floor height is now off by default.

Other changes

  • Added support for positionally tracked headsets in Instant Preview.
  • Updated bundled lib GVR for Android to v1.150.0.
  • Fixed IPreprocessBuild and IPostrocessBuild obsolete warnings in Unity 2018.x.
  • Added null checks on safetyRing in HeadsetDemoManager.
  • Added source code for native libs gvr-exoplayersupport, gvr-keyboardsupport, gvr-permissionsupport, and video_plugin to the git repo. Addresses issues 437 and 556.

Experimental features

Bug fixes

  • Fixed issue 822 where the permission request could result in a crash after the permission had been granted.
  • Fixed issue 835. The GvrEditorEmulator was previously allocating memory every frame, and should now only allocate on Awake().
  • Fixed issue 865 where GvrVRHelpers.GetHeadRotation() didn't work with Instant Preview.
  • Fixed issue 888. Added a console warning when trying to use a GvrTrackedController without a GvrControllerInput.
  • Fixed issue 917 where using GVRKeyboard when building with IL2CPP would throw NotSupportedException.
  • Fixed issue 918 where adding a new GVRKeyboard component after destroying one will cause a crash.
  • Fixed the pointer reticle not showing up properly on all of the demo scenes that use the CubeRoom prefab.
  • Fixed missing Instant Preview newlines characters in standard output and standard error console messages.
Assets 4

@rusmaxham rusmaxham released this Mar 17, 2018 · 9 commits to master since this release

Bug fixes

* Fixed build error (issue 877) when Unity iOS player support is not installed.

Assets 4

@rusmaxham rusmaxham released this Mar 16, 2018 · 10 commits to master since this release

Breaking changes

  • None

Deprecations

  • None

Behavioral changes

  • Using the Google VR keyboard no longer disables positional headtracking on Standalone headsets. Removed InputTracking.disablePositionalTracking = true from the AndroidNativeKeyboardProvider constructor.

Other changes

  • Changed the default value for maxReticleDistance on GvrReticlePointer from 10.0f to 20.0f.
  • Fix compilation errors (issue 861) in Unity 2018.1 and newer.
  • Fix compile time warnings due to member hiding inerherited member.
  • Updated bundled lib GVR for Android to v1.130.0.

Bug fixes

  • Fix iOS crash when trying to use camera to scan QR codes (issue 326). Added build postprocessor to add NSCameraUsageDescription to Info.plist.
  • GVR keyboard now sends touch updates, fixes CJK language suggestions bar.
  • Fixed permission flow samples to prevent leaking ServiceConnection to Google VR Services by properly closing DaydreamApi instance.
  • Fix InstantPreview APK version check, so that previously installed APKs are correctly updated by newer ones.
Assets 4
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