SteamVR Unity Plugin v2.4.5 (sdk 1.7.15)
Upgrading from older versions
Upgrading from anything from 2.1 - 2.3
The location of actions.json and associated bindings has changed. They will get automatically moved from project root to StreamingAssets/SteamVR/
Upgrading from version 2.0
You will need to delete your SteamVR/SteamVR_Input folders, Save and Generate, and then re-set your actions that you've assigned in the editor. You do not need to recreate your actions file or bindings files. This was necessary to support Unity's new serialization in 2018/2019. If you've made changes to your SteamVR/Resources/SteamVR_Settings.asset file, remember to keep it.
Upgrading your project from 1.2.3 or below
You will need to delete the SteamVR folder and rewrite your input layer. See the new documentation site here: https://valvesoftware.github.io/steamvr_unity_plugin/ for more information. If you don't want to do that then do not upgrade to this version.
Documentation
Documentation can be found online here: https://valvesoftware.github.io/steamvr_unity_plugin/
Quick Start
If you want to explore the interaction scene you'll need to open the SteamVR Input window (under the Window Menu), click yes to copy example jsons, then click Save and Generate to create input actions.
For the most simple example of VR with tracked controllers see the sample scene at SteamVR/Simple Sample
For a more extensive example including picking up, throwing objects, and animated hands see the Interaction System example at SteamVR/Interaction System/Samples/Interactions_Example
Support
If you're having trouble with the plugin the best place to discuss issues is our github here: https://github.com/ValveSoftware/steamvr_unity_plugin/issues/
If you'd like to discuss features, post guides, and give general feedback please post on the steam forum here: https://steamcommunity.com/app/250820/discussions/7/
Changes for 2.4.3
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BREAKING actions.json and associated bindings will automatically be moved to the StreamingAssets folder instead of stored in the project root. This removes the need for the plugin to copy them post build and fixes some problems people were having with version control. **IF YOU HAVE A TITLE ON STEAM AND YOU USE THIS TO BUILD - SET THE NEW PATH IN Application/Virtual Reality -> SteamVR Input System -> This game uses SteamVR Input system to: [GameName]_Data/StreamingAssets/SteamVR/actions.json **
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Added properties to SteamVR_Settings to set default models to use when previewing hand poses
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Moved default location of SteamVR_Settings.asset to a folder called SteamVR_Resources to make upgrading the plugin easier (can just delete the whole steamvr directory and import again)
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Various fixes for mac/linux issues
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Pathing fixes to allow nesting of the SteamVR folders
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Added a way to easily set the prefab the poser system uses for previews in the editor. Check SteamVR_Settings.asset
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Some fixes for fallback mode
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Added index hmd proximity binding
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Increased default ColliderArraySize for Hands in the Interaction System to 32
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Removed ResolutionDialogSetting warning in Unity 2019.1 (#498)
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Fix partial bindings not including default actions (#494)
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Fix Unity crash on "Open binding UI" when using as package (#491)
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Fix for copy example input files failing on Linux/OSX (#490)
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Add Treadmill Source to Input Sources (#486)
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2D Debug: Camera navigation up/down (E/Q) support (#481)
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Fixed an issue with Unity throwing "cannot find ın" error in PCs with Turkish default language. (#479)
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Exposed useItemPackagePreview (#432)
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Modified Throwable to optionally ease into release velocity scaling. (#173)
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Updated openvr sdk version to 1.7.15
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Significant performance increases in the input system
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Made the hands physical objects that can touch and push things (similar to The Lab)
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Added Snap Turn and related actions / bindings
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Changed teleport bindings to use joysticks when available
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Normalized line endings and trailing spaces across project
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Added Vive Cosmos default bindings
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Removed the requirements to have a velocityestimator on throwables.
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Added SteamVR.GetHeadsetActivityLevel() which will give you the current state of the hmd (idle, in use, etc)