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Changelog for MRTK3 pre.11

[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 performant Camera.main implementation
  • Breaking: The UX prefabs are now split into two packages: MRTK UX Components and MRTK 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 enable TouchScreenKeyboard on Meta Quest
  • Improved the visual and default configuration of TabView
  • Refactored HandBasedPoseSource out of HandJointPoseSource
  • Updated InterfaceSelector to use Unity TypeCache
  • 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's PinchPose
  • Improved reset logic for hand data
  • Removed duplicate PlayspaceUtilities.ReferenceTransform.rotation application in MRTKRayInteractor

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 the HandInteractionExample 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 and MRTK 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 performant Camera.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.