Releases: provencher/OpenXR_XRI_Sample
XRI 2.5.1 Upgrade
New Release for XRI 2.5.1
The latest release of the interaction toolkit includes several quality-of-life improvements that make using hand tracking considerably better, especially when combined with the latest Hands package 1.3.0. The hands demo scene sample has been completely reworked to better showcase this new functionality.
Hands Processing
Thanks to the new post-processing feature in the hands package, you can now add smoothing and noise filters to the hand joint data before it's processed by the input system. A new OneEuroFilter is applied to the main rig, considerably reducing hand jitter. This feature is configurable and completely optional.
In addition, a new Hand Skeleton poke displacement script is now available. This allows for poking to displace the skeleton visual, preventing pokes from phasing through UI and 3D pokeables.
Ray Changes
The hand rig now includes a new pinch pointer, bringing hand rays closer to parity with the Meta Quest Shell experience. As of version 2.5.0, rays with controllers and hands now include new endpoint stabilization, in addition to origin stabilization. This makes interacting with UI and 3D objects at a distance much more comfortable. Ray visuals have also been updated to ensure these changes don't make the rays appear laggy.
In version 2.5.1, the ray endpoint visual is now also completely tied to actual valid hit targets, making the endpoint feel smoother and more accurate. Note that these changes also work well with controllers making them feel snappier and more accurate than ever.
Socket Changes
Sockets now support a new snap socket mode that allows objects to snap into place when within a tolerance radius. Additionally, sockets can scale objects to fit within a defined bounding box for a target socket. The bounds of any mesh are automatically computed to determine the correct target scale. Scaling is optional, and various modes are available for this feature.
Poke to Pinch Override
The new chess piece demo assets showcase the poke-to-grab override behavior. When poking, you can now close your pinch with your thumb to convert the interaction into a grab at any time. This aims to make transitioning between interaction modes as seamless as possible.
Feedback
Hope you all enjoy the changes. Be sure to share any feedback with the XR Interaction team on the forums.
XRI 2.4.0 Upgrade
XRI 2.4.0 & Unity Hands 1.2.1 Update
- The biggest change is a complete revamp of the ray interaction visual logic, it's burst optimized, rays bend to their target and are retractable!
- Ray jitter is also way down thanks to default stabilization!
- The ray improvements extend to controllers, and the teleport ray now properly snaps to it's target!
- Eye gaze support was expanded with support for split interaction, and a new focus system has bee integrated. To test eye tracking you'll need a HoloLens 2. To test with Quest Pro you'll need the Meta XR Integration asset and switch away from OpenXR to the Oculus Plugin and use the Meta Eye Gaze Adapter from the XRI Sample.
- Climbing locomotion is also now possible!
See attached pre-built apk samples to try for yourself
XRI 2.3.1 - Huge Hands Improvements
Updated to XRI 2.3.1 + Big Improvements to poking
- Rays will auto disable near UGUI now
- Poking is a lot more reliable with UI
- Poking holds better with UI and non-UI
- Poking with lower framerates is more reliable because we do inter-frame sampling
- New velocity math for poking approach vector so it'll support more edge cases that the old approach vector math didn't catch
- Rays now stay tracked when your palm faces up