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Commit 43e3a72

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lawwong
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Update to v1.8.0
* New features - Daydream Support - Simulator - New VIU Settings to easy setup project supporting device - Open from Editor -> Preferences -> VIU Settings ![VIUSettings in Preference window](https://github.com/ViveSoftware/ViveInputUtility-Unity/blob/gh-pages/assets/img/viusettings_preview_01.png) * Improvement - Now compatible with SteamVR v1.1.1~v1.2.3 - Move some properties into VIU Settings - Removed: - ViveRoleBindingHelper.OverrideConfigPath - ViveRoleBindingHelper.BindingConfig.apply_bindings_on_load - ViveRoleBindingHelper.BindingConfig.toggle_interface_key_code - ViveRoleBindingHelper.BindingConfig.toggle_interface_modifier - ViveRoleBindingHelper.BindingConfig.interface_prefab - Replaced with: - VIUSettings.bindingConfigFilePath - VIUSettings.autoLoadBindingConfigOnStart - VIUSettings.bindingInterfaceSwitchKey - VIUSettings.bindingInterfaceSwitchKeyModifier - VIUSettings.bindingInterfaceObject * Bug fix - Fix compiler error caused by wrong define symbols. * VIU Settings - Setting changes is saved in project resource folder named VIUSettings.asset. - VIU Settings will load default setting automatically if VIUSettings.asset resource not found. * Daydream Support - Requires Android platform support, Unity 5.6 or later and GoogleVR plugin. - Requires checking the Daydream support toggle in Edit -> Preferences -> VIUSettings - Beware of Daydream controller have less buttons. - Remember to define and give the VR origin a headset height for Daydream device user. * Simulator - Simulator is a fake VRModule that spawn/remove fake devices, create fake tracking and fake input events. - Requires checking the Simulator support toggle in Edit -> Preferences -> VIUSettings - Simulator only enabled when no VR device detected. - There are 2 ways to manipulate the fake devices - Handle events by script manually - HTC.UnityPlugin.VRModuleManagement.VRModule.Simulator.onUpdateDeviceState - Invoked each frame when VRModule performs a device state update - Write device state into currState argument to manipulate devices - Read-only argument prefState preserved device state in last frame - Use Keyboard-Mouse control (can be disabled in VIUSettings) - Add/Remove/Select devices - [0~9] Add and select device N if device N is not selected, otherwise, deselect it - [` + 0~5] Add and select device 10+N if device 10+N is not selected, otherwise, deselect it - [Shift + 0~9] Remove and deselect device N - [Shift + ` + 0~5] Remove and deselect device 10+N - Control selected device - [W] Move selected device forward - [S] Move selected device backward - [D] Move selected device right - [A] Move selected device left - [E] Move selected device up - [Q] Move selected device down - [C] Roll+ selected device - [Z] Roll- selected device - [X ] Reset selected device roll - [ArrowUp] Pitch+ selected device - [ArrowDown] Pitch- selected device - [ArrowRight] Yaw+ selected device - [ArrowLeft] Yaw- selected device - [MouseMove] Pitch/Yaw selected device - [MouseLeft] Press Trigger on selected device - [MouseRight] Press Trackpad on selected device - [MouseMiddle] Press Grip on selected device - [Hold Shift + MouseMove] Touch Trackpad on selected device - Control HMD - [T] Move hmd forward - [G] Move hmd backward - [H] Move hmd right - [F] Move hmd left - [Y] Move hmd up - [R] Move hmd down - [N] Roll+ hmd - [V] Roll- hmd - [B] Reset hmd roll - [I] Pitch+ hmd - [K] Pitch- hmd - [L] Yaw+ hmd - [J] Yaw- hmd - Notice that when the simulator is enabled, it is started with 3 fake device - [0] HMD (selected) - [1] Right Controller - [2] Left Controller
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.gitignore

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!Assets/HTC.UnityPlugin.meta
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Assets/HTC.UnityPlugin/ViveInputUtility/changelog.txt
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Assets/HTC.UnityPlugin/ViveInputUtility/changelog.txt.meta
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Assets/HTC.UnityPlugin/ViveInputUtility/Resources/VIUSettings.asset
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Assets/HTC.UnityPlugin/ViveInputUtility/Resources/VIUSettings.asset.meta
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Assets/HTC.UnityPlugin/ViveInputUtility/Scripts/Editor/VIUProjectSettings.asset
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Assets/HTC.UnityPlugin/ViveInputUtility/Scripts/Editor/VIUProjectSettings.asset.meta
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*.cfg
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Assets/HTC.UnityPlugin/ColliderEvent/ColliderEventCaster.cs

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//========= Copyright 2016-2017, HTC Corporation. All rights reserved. ===========
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//========= Copyright 2016-2018, HTC Corporation. All rights reserved. ===========
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using HTC.UnityPlugin.Utility;
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using System.Collections.Generic;

Assets/HTC.UnityPlugin/ColliderEvent/ColliderEventData.cs

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//========= Copyright 2016-2017, HTC Corporation. All rights reserved. ===========
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//========= Copyright 2016-2018, HTC Corporation. All rights reserved. ===========
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using HTC.UnityPlugin.Utility;
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using UnityEngine;

Assets/HTC.UnityPlugin/ColliderEvent/ColliderEventInterfaces.cs

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//========= Copyright 2016-2017, HTC Corporation. All rights reserved. ===========
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//========= Copyright 2016-2018, HTC Corporation. All rights reserved. ===========
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using UnityEngine.EventSystems;
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Assets/HTC.UnityPlugin/ColliderEvent/ExecuteColliderEvents.cs

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//========= Copyright 2016-2017, HTC Corporation. All rights reserved. ===========
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//========= Copyright 2016-2018, HTC Corporation. All rights reserved. ===========
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using UnityEngine.EventSystems;
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Assets/HTC.UnityPlugin/Pointer3D/ExecutePointer3DEvents.cs

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//========= Copyright 2016-2017, HTC Corporation. All rights reserved. ===========
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//========= Copyright 2016-2018, HTC Corporation. All rights reserved. ===========
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using UnityEngine.EventSystems;
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Assets/HTC.UnityPlugin/Pointer3D/Pointer3DEventData.cs

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//========= Copyright 2016-2017, HTC Corporation. All rights reserved. ===========
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//========= Copyright 2016-2018, HTC Corporation. All rights reserved. ===========
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using UnityEngine;
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using UnityEngine.EventSystems;

Assets/HTC.UnityPlugin/Pointer3D/Pointer3DEventInterfaces.cs

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//========= Copyright 2016-2017, HTC Corporation. All rights reserved. ===========
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//========= Copyright 2016-2018, HTC Corporation. All rights reserved. ===========
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using UnityEngine.EventSystems;
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Assets/HTC.UnityPlugin/Pointer3D/Pointer3DInputModule.cs

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//========= Copyright 2016-2017, HTC Corporation. All rights reserved. ===========
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//========= Copyright 2016-2018, HTC Corporation. All rights reserved. ===========
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using HTC.UnityPlugin.Utility;
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using System;
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public override string ToString()
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{
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var str = string.Empty;
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for (int i = 0, imax = raycasters.Count; i < imax; ++i)
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if (raycasters.Count == 0)
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{
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var raycaster = raycasters[i];
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if (raycaster == null) { continue; }
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str += "No raycaster registered";
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}
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else
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{
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for (int i = 0, imax = raycasters.Count; i < imax; ++i)
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{
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var raycaster = raycasters[i];
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if (raycaster == null) { continue; }
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str += "<b>Raycaster: [" + i + "]</b>\n";
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str += raycaster.ToString() + "\n";
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str += "<b>Raycaster: [" + i + "]</b>\n";
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str += raycaster.ToString() + "\n";
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}
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}
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return str;

Assets/HTC.UnityPlugin/Pointer3D/RaySegmentGenerator/Base/BaseRaySegmentGenerator.cs

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//========= Copyright 2016-2017, HTC Corporation. All rights reserved. ===========
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//========= Copyright 2016-2018, HTC Corporation. All rights reserved. ===========
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using UnityEngine;
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