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[pre.11] - 2022-09-12 - fa26baf
The format is based on Keep a Changelog. The full release announcement is available here under the releases category of the discussions tab in our repo.
Added
- Added a unified
IPoseSource
interface for sharing pose logic across several components - Added support support for Unity's Project Validation system
- Added 3D app icon setting for UWP
- Added menu items to intelligently create canvas-based buttons in the hierarchy
- Added BurstAotSettings to the sample Unity project
- Added the ability to load controller models from the platform
- Added
CameraFOVChecker
from MRTK2
Changed
- Breaking:
CameraCache
is now removed in favor of Unity's performantCamera.main
implementation - Breaking: The UX prefabs are now split into two packages:
MRTK UX Components
andMRTK UX Components (Non-Canvas)
- Breaking: Changed the default color space to Linear and adjusted materials accordingly
- Breaking: Removed empty
GazeController
- Updated MRTK3 Core Definitions' dependencies to require Unity's XR Core Utilities 2.1.0-pre.1
- Updated the Mixed Reality OpenXR plugin to 1.5.0
- Updated the Unity OpenXR plugin to 1.5.1
- Moved to a custom
AndroidManifest.xml
file to enableTouchScreenKeyboard
on Meta Quest - Improved the visual and default configuration of TabView
- Refactored
HandBasedPoseSource
out ofHandJointPoseSource
- Updated
InterfaceSelector
to use UnityTypeCache
- Updated Microsoft.Unity.Analyzers.dll to 1.14.0
- Updated dependencies in package manifests
- Removed old No Pre Init loader
- Updated FollowJoint to use serialization callbacks for migration
- Moved the magic window sample into its own scene
- Updated hand menu & near menu prefabs and examples to be canvas-based
- Updated tracking state mapping for base hand controller prefab
- Obsoleted
ArticulatedHandController
'sPinchPose
- Improved reset logic for hand data
- Removed duplicate
PlayspaceUtilities.ReferenceTransform.rotation
application inMRTKRayInteractor
Fixed
- Fixed an issue in StateViz preventing it from keeping track of individual colors
- Fixed a warning message from the cheese model
- Fixed a warning message from the MRTK Logo model
- Fixed some physics issues related to
ObjectManipulator
and theHandInteractionExample
scene - Fixed incorrect transition time and missing font icon reference in the Action Button prefab
- Fixed eye gaze simulation when XR isn't enabled
Known issues
When the following conditions are met:
- Oculus OpenXR is selected as the Play Mode OpenXR Runtime for the standalone platform, and
- Initialize XR on Startup is checked for the standalone platform, and
- The computer is not connected to a headset (via cable or wireless)
... Unity editor may frequently freeze in play mode. This is a Unity bug introduced in Unity OpenXR plugin 1.5. To work around this issue:
- use a non-Oculus Play Mode OpenXR Runtime for the standalone platform, or
- uncheck Initialize XR on Startup under Edit > Project Settings > XR Plug-in Management > Standalone while iterating in the editor via play mode, or
- connect to a headset before entering play mode in the editor.
Breaking changes
- The UX prefabs are now split into two packages:
MRTK UX Components
andMRTK UX Components (Non-Canvas)
- Up until this point, our RectTransform-based (preferred) UX components were jumbled in with our non-RectTransform-based (static) controls, which caused confusion and frustration
- Now the UX prefabs are separated into two packages based on their use of Canvas/RectTransform. This will allow for better clarity for developers.
- Action item: if you're currently using any UX prefabs/components that aren't canvas-based, make sure you explicitly select
MRTK UX Components (Non-Canvas)
when updating in the Mixed Reality Feature Tool.
- Changed the color space of the sample project to linear and adjusted materials accordingly
- Optimized major UI-related materials and MRTK standard materials for use in linear color space. Their look in the gamma color space will be slightly different.
- For more information on linear vs. gamma color space, see Unity's documentation.
CameraCache
is now removed from MRTK in favor of Unity's performantCamera.main
implementation- As of Unity 2020.2 (older than our minimum Unity version requirement for MRTK3), Camera.main has had some massive performance improvements!
Camera.main
never took more than 0.0ms in in-editor profiler tests
- Removed empty
GazeController
- All properties in this class have been deprecated.
ArticulatedHandController
provides equivalent functionality for each pinching hand.
- All properties in this class have been deprecated.