You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
We're pleased to announce the pre.10 release for MRTK3. It's a snapshot of all MRTK3 packages as of today, and it's now available on the MR Feature Tool. Make sure to enable preview packages!
We're excited to deliver some great fixes and improvements, and hopefully the community is enjoying these rapid preview releases as we approach GA! We're having a blast delivering these back-to-back previews, and chatting with our amazing community on social media as well as on our issue board. We really appreciate the input, feedback, and excitement for the future of MRTK, and we're glad to be on this journey with you all!
One of the headliner features of today's release is the new rigged hand mesh visualizer. It's a single-script, lightweight, cross-platform way to show users' hands, and we think you'll love it! Hands have never looked better in MRTK3. There are still some rough edges, including a frustrating inconsistency with how Quest is reporting thumb joints over OpenXR. You'll see a visual issue with the thumb on Quest, but we'll be following up shortly with a fix. Hand meshes are disabled by default on XR devices with transparent displays. You can re-enable them by making a prefab variant of our hand model and checking the ShowHandsOnTransparentDisplays property.
Another great addition is the new com.microsoft.mrtk.tools package, which includes a helpful wizard for automating the boilerplate necessary to author new XR subsystems. (As a reminder, these are just Unity XR subsystems! Quite handy, they are...)
Developers will be happy to see that the infamous bug causing simulated devices to reset their state when the editor loses focus has finally been resolved. Thanks to the excellent XRI team at Unity for delivering a fix!
Another exciting note; this preview release features an excellent community PR from @camnewnham. Thanks again for the contribution!
Added RiggedHandMeshVisualizer with associated hand meshes + shaders
Added URP support for new hand shader
Added scene name label to sample scene hand menu
Added option to BoundsControl to scale about the object's center (Thanks @camnewnham!)
Added com.microsoft.mrtk.tools package
Added a wizard for creating new XR subsystems
Added IModeManagedInteractor, which interactors can implement in order to inform the mode manager of their controller GameObject
Added FlatscreenModeDetector, which detects when flatscreen/2D input should be available.
Added a flatscreen mode to the InteractionModeManager
Added support for arbitrary primary/secondary Handshapes with simulated hands in-editor (👌✌)
Added whiteboard + Canvas examples to HandInteractionExamples sample scene
Added MagicWindow sample materials + test object to HandInteractionExamples sample scene
Added See-it-Say-it label components (to be integrated at a later date)
Added visual feedback to non-Canvas toggle switch affordances
Changed
Updated the MR OpenXR plugin to 1.4.4
Moved several example assets out of StandardAssets (more slimming of StandardAssets is on the way!)
Updated README with more comprehensive information about supported devices, preview status, and other useful info
Removed "programmer art" grab reticle
Breaking: InteractionModeManager now works with arbitrary GameObjects instead of only XR controllers
CanvasProxyInteractor is now managed by the InteractionModeManager (implementing the new IModeManagedInteractor)
Optimized UGUIInputAdapter to no longer perform repeated expensive queries when no proxy interactor is available
Breaking:Gesture and GestureId refactored to Handshape and HandshapeId
UI polish on the About window
Polish and visual improvements to sample scenes
Adjusted margin on legacy ObjectBar prefabs
Cleaned up extraneous dependencies in asmdefs
Rewrote font icon selector UI for improved usability, zoomability/scrolling
Fixed
Fixed some minor warnings
Fixed reticles not rendering/hit-testing on Canvas elements
Fixed BoundsControl not finding ConstraintManagers when not explicitly assigned
Fixed ToggleCollection bug when the default toggled index was the last element in the list
Fixed erratic poke reticle behavior when gaining/losing tracking
Fixed some sample scene objects missing scale constraints
Fixed simulated devices resetting/breaking when editor/application loses focus
Fixed (most) tests failing in batch mode by properly leveraging InputTestFixture
Fixed UGUIInputAdapaters from loudly complaining if no proxy interactor is available
Fixed incorrect piano sample event assignments
Fixed handray fallback behaving incorrectly when rig was transformed
Known issues
Erroneous thumb joint rotations on Quest will cause deformed thumbs. Hand meshes should render correctly in-editor and on HoloLens (if enabled). #10911
Breaking changes
Some parts of the InteractionModeManager interface have changed.
RegisterInteractor and UnregisterInteractor take an XRBaseController instead of an XRBaseControllerInteractor.
SetInteractionMode now takes a GameObject instead of an XRBaseController.
If you've made overrides to your InteractionModeManager in a rig prefab variant, please take care to examine your mode configurations and ensure they are correct after this update! We've changed some of the serialized mode configurations to take advantage of the new mode management features.
Gestures renamed to Handshapes
Reducing confusion between poses, gestures, and handshapes
GestureId renamed to HandshapeId
In the test harness, TestHand and InputTestUtilities have several methods renamed and changed to accept HandshapeIds
Thanks!
As always, stay in touch! Reach out to us anywhere you see us, including the HoloDevelopers slack, the GitHub discussions/issues, or even Twitter! We love to see what you build with MRTK3 and hear your feedback.
reacted with thumbs up emoji reacted with thumbs down emoji reacted with laugh emoji reacted with hooray emoji reacted with confused emoji reacted with heart emoji reacted with rocket emoji reacted with eyes emoji
-
We're pleased to announce the
pre.10
release for MRTK3. It's a snapshot of all MRTK3 packages as of today, and it's now available on the MR Feature Tool. Make sure to enable preview packages!We're excited to deliver some great fixes and improvements, and hopefully the community is enjoying these rapid preview releases as we approach GA! We're having a blast delivering these back-to-back previews, and chatting with our amazing community on social media as well as on our issue board. We really appreciate the input, feedback, and excitement for the future of MRTK, and we're glad to be on this journey with you all!
One of the headliner features of today's release is the new rigged hand mesh visualizer. It's a single-script, lightweight, cross-platform way to show users' hands, and we think you'll love it! Hands have never looked better in MRTK3. There are still some rough edges, including a frustrating inconsistency with how Quest is reporting thumb joints over OpenXR. You'll see a visual issue with the thumb on Quest, but we'll be following up shortly with a fix. Hand meshes are disabled by default on XR devices with transparent displays. You can re-enable them by making a prefab variant of our hand model and checking the
ShowHandsOnTransparentDisplays
property.Another great addition is the new
com.microsoft.mrtk.tools
package, which includes a helpful wizard for automating the boilerplate necessary to author new XR subsystems. (As a reminder, these are just Unity XR subsystems! Quite handy, they are...)Developers will be happy to see that the infamous bug causing simulated devices to reset their state when the editor loses focus has finally been resolved. Thanks to the excellent XRI team at Unity for delivering a fix!
Another exciting note; this preview release features an excellent community PR from @camnewnham. Thanks again for the contribution!
Without further ado...
Changelog
[pre.10] - 2022-08-19 -
0aebad7
The format is based on Keep a Changelog. The content is mirrored at the changelog page of our docs.
Added
RiggedHandMeshVisualizer
with associated hand meshes + shaderscom.microsoft.mrtk.tools
packageIModeManagedInteractor
, which interactors can implement in order to inform the mode manager of their controller GameObjectFlatscreenModeDetector
, which detects when flatscreen/2D input should be available.Changed
CanvasProxyInteractor
is now managed by the InteractionModeManager (implementing the newIModeManagedInteractor
)UGUIInputAdapter
to no longer perform repeated expensive queries when no proxy interactor is availableGesture
andGestureId
refactored toHandshape
andHandshapeId
Fixed
InputTestFixture
UGUIInputAdapater
s from loudly complaining if no proxy interactor is availableKnown issues
Erroneous thumb joint rotations on Quest will cause deformed thumbs. Hand meshes should render correctly in-editor and on HoloLens (if enabled). #10911
Breaking changes
RegisterInteractor
andUnregisterInteractor
take anXRBaseController
instead of anXRBaseControllerInteractor
.SetInteractionMode
now takes a GameObject instead of anXRBaseController
.Gesture
s renamed toHandshape
sGestureId
renamed toHandshapeId
TestHand
andInputTestUtilities
have several methods renamed and changed to acceptHandshapeId
sThanks!
As always, stay in touch! Reach out to us anywhere you see us, including the HoloDevelopers slack, the GitHub discussions/issues, or even Twitter! We love to see what you build with MRTK3 and hear your feedback.
Thanks again! 👓👐
Beta Was this translation helpful? Give feedback.
All reactions