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We're happy to announce the pre.12 release for MRTK3. Apologies for the longer-than-usual wait between preview releases; things are pretty busy around here! We're sure you're going to love this one, though: there's a ton of great fixes, improvements, and new features here for you to build on.
We've fixed a ton of bugs, refactored interactor reticles, overhauled how 2D mouse input is projected into 3D space, significantly simplified the hand menu prefabs using Canvas-based layout, made user height consistent across AR and VR platforms, and added more validation rules to the XR Validator to make sure your project is in tip-top shape. The most exciting part is that we have some more community contributions; shoutout to @camnewnham for jumping on and fixing #8915 !
One of the most significant changes is that our XR Rig now properly accounts for user height. This fixes some problems that folks were seeing regarding using the XRI locomotion system for teleport and smooth motion, as well as creating Avatar rigs across AR and VR devices. You will need to adjust your scene's static content to be fit for standing or seated users, or, conversely, set your XROrigin to use device-relative tracking and set the vertical offset to 0.0m to return the rig to the previous behavior/elevation.
Your action items:
The MRTK XR rig has been significantly changed; the user's head will now be at their true, floor-calibrated height, or 1.6m on platforms that don't offer floor-height-calibration.
The content in your application will either need to be raised to head height, or if true head height is not desired for your application, select Device-relative mode in the XROrigin's Tracking Origin Mode and set the vertical offset to zero meters.
We've simplified the hand menu and near menu prefabs; we don't officially offer individual prefabs for each dimension of menu. This removal might break some prefab references, so check out the OldPrefabs.zip attached below if you need copies of the old prefabs to fix your references.
Added planar projection support to UGUIInputAdapterDraggable that works across both graphic and physics raycasters (#11051)
Re-added support for pausing tests during debugging (#11053)
Added missing ARFoundation dependency to mrtk.input (#11070)
Added describable object features to the Accessibility package (WIP) (#11021)
Added definitions for the future text-to-speech subsystem (#11076)
Added TransformPose and InverseTransformPose helpers to PlayspaceUtilities for properly transforming poses into and out of OpenXR scene-origin-space (#11035)
Ported the remaining missing MRTK2 constraints; note, these will be deprecated soon and replaced with a new, unified system for computing constraints, solvers, and elastics under one "roof"! (#11085)
Added validation rules recommending a glTF importer package (#11089)
Added new sample scene demonstrating recently-added legacy MRTKv2 constraints (#11104)
Reorganized interactor visual components to allow future use of IXRCustomReticleProvider (#11066)
Breaking: Refactored the XR Rig and PlayspaceUtilities to properly take user's height relative to the floor into account; user's head will now be placed at their proper absolute height, based on either Guardian/Chaperone floor calibration or a fallback height value specified in the XROrigin (#11035)
Deprecated PlayspaceUtilities.ReferenceTransform, see PlayspaceUtilities.XROrigin.CameraFloorOffsetObject and PlayspaceUtilities.TransformPose(Pose pose) (#11035)
Adjusted all sample scene content to be placed at head height (#11035)
Removed extraneous ProxyInteractors from sample scenes (#11035)
Refactored input simulator to use Pose structs for internally managing device and HMD poses (#11035)
Changed SqueezableBoxVisuals to allow no box renderer (#11087)
Moved some leftover scripts from uxcomponents to uxcore (#11090)
Fixed
Fixed incorrect backplate material on the new HandMenu/NearMenu prefabs (#11009)
Fixed incorrect corner radii on the new HandMenu/NearMenu prefabs (#11012)
Fixed ToggleCollection behavior when a toggle slot is null (#11034)
Fixed wonky FuzzyGaze example scene materials (#11035)
Fixed incorrect coordinate space transformations in PolyfillHandRayPoseSource (#11035)
Fixed incorrect coordinate space transformations in ArticulatedHandController (#11035)
Fixed warning spam from ReticleMagnetism regarding closest-point checks on concave meshes. Thanks @camnewnham! (#11096)
Fixed the controller model loader endlessly spamming warnings when on a platform that doesn't support controller models (#11068)
Fixed bugs with how constraints were computed for ObjectManipulators with off-center host transforms (#11086)
Known issues
Ray reticles and proximity lights can still jitter in some contexts due to update order issues
Breaking changes
The MRTK XR rig has been significantly changed; the user's head will now be at their true, floor-calibrated height, or 1.6m on platforms that don't offer floor-height-calibration.
The content in your application will either need to be raised to head height, or if true head height is not desired for your application, select Device-relative mode in the XROrigin's Tracking Origin Mode and set the vertical offset to zero meters.
We've simplified the hand menu and near menu prefabs; we don't officially offer individual prefabs for each dimension of menu. This removal might break some prefab references, so check out the OldPrefabs.zip attached below if you need copies of the old prefabs to fix your references.
We've removed the environment package. We recommend using Unity's built-in support for playspace boundary queries instead, as well as ARFoundation's ARMeshManager for scene reconstruction.
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.
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We're happy to announce the
pre.12
release for MRTK3. Apologies for the longer-than-usual wait between preview releases; things are pretty busy around here! We're sure you're going to love this one, though: there's a ton of great fixes, improvements, and new features here for you to build on.We've fixed a ton of bugs, refactored interactor reticles, overhauled how 2D mouse input is projected into 3D space, significantly simplified the hand menu prefabs using Canvas-based layout, made user height consistent across AR and VR platforms, and added more validation rules to the XR Validator to make sure your project is in tip-top shape. The most exciting part is that we have some more community contributions; shoutout to @camnewnham for jumping on and fixing #8915 !
One of the most significant changes is that our XR Rig now properly accounts for user height. This fixes some problems that folks were seeing regarding using the XRI locomotion system for teleport and smooth motion, as well as creating Avatar rigs across AR and VR devices. You will need to adjust your scene's static content to be fit for standing or seated users, or, conversely, set your
XROrigin
to use device-relative tracking and set the vertical offset to0.0m
to return the rig to the previous behavior/elevation.Your action items:
XROrigin
's Tracking Origin Mode and set the vertical offset to zero meters.OldPrefabs.zip
attached below if you need copies of the old prefabs to fix your references.Changelog for MRTK3 pre.12
[pre.12] - 2022-10-21 -
2186746
The format is based on Keep a Changelog. The content is mirrored at the changelog page of our docs.
Added
ForceSetToggled
for easier use with UnityEvents (#11028)PoseSourceDriver
(#11047)UGUIInputAdapterDraggable
that works across both graphic and physics raycasters (#11051)mrtk.input
(#11070)TransformPose
andInverseTransformPose
helpers toPlayspaceUtilities
for properly transforming poses into and out of OpenXR scene-origin-space (#11035)Changed
IMRTKInteractorVisual
(#11043)SimulatedEyeGazeDevice
public so developers can check for its existence if necessary (#11040)PlatformAwarePhysicsRaycaster
(#11051)PlatformAwarePhysicsRaycaster
CanvasProxyInteractor
(#11051)UGUIInputAdapterDraggable
now implementsIInitializePotentialDragHandler
, allowing us to disable drag-thresholding (#11051)2.1.0
(#11054)DisabledInteractorTypes
collection fromMRTKBaseInteractable
(#11061)IXRCustomReticleProvider
(#11066)PlayspaceUtilities
to properly take user's height relative to the floor into account; user's head will now be placed at their proper absolute height, based on either Guardian/Chaperone floor calibration or a fallback height value specified in theXROrigin
(#11035)PlayspaceUtilities.ReferenceTransform
, seePlayspaceUtilities.XROrigin.CameraFloorOffsetObject
andPlayspaceUtilities.TransformPose(Pose pose)
(#11035)Pose
structs for internally managing device and HMD poses (#11035)SqueezableBoxVisuals
to allow no box renderer (#11087)uxcomponents
touxcore
(#11090)Fixed
PolyfillHandRayPoseSource
(#11035)ArticulatedHandController
(#11035)ReticleMagnetism
regarding closest-point checks on concave meshes. Thanks @camnewnham! (#11096)Known issues
Breaking changes
XROrigin
's Tracking Origin Mode and set the vertical offset to zero meters.OldPrefabs.zip
attached below if you need copies of the old prefabs to fix your references.ARMeshManager
for scene reconstruction.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.
Thanks again! 👓👐
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