GVR SDK for Unity v1.20.0
Fixes
-
In the editor, head pose changes from moving the mouse would be reset between scenes, which was inconsistent with how it works on device. Head pose is now maintained between scenes in both device and editor.
-
GvrPointerInputModule will now correctly call
IGvrPointer.OnPointerExit
when the object being pointed at was destroyed.
Changes
-
Added the
GvrControllerVisualManager
script to the prefab GvrControllerPointer. This script activates/deactivates its children based upon the controller connection status. This allows the controller model to be hidden when the controller is disconnected, while the top-level object of GvrControllerPointer can still be safely activated and deactivated manually. -
Added the GvrEventSystem prefab. This includes GvrPointerInputModule and GvrPointerManager in a single prefab.
-
Moved
GvrPointerManager
from GvrViewerMain to GvrEventSystem. -
GvrToolTips.cs
has been replaced byGvrTooltip.cs
. Tooltips are now controlled on an individual basis (i.e. oneGvrTooltip
script per-tooltip) instead of managed centrally from a single instance ofGvrToolTips
.GvrTooltip
contains a drop-down menu where you can select the location of the tooltip (TouchPadInside
,TouchPadOutside
,AppButtonInside
,AppButtonOutside
). Tooltips are part of GvrControllerPointer, and can be removed or changed as desired. -
Added the ability to change Handedness in the editor preview. This impacts multiple systems, including the arm model and tooltip rendering. The handedness setting is changed through GoogleVR > Editor Settings, or by clicking the Change Handedness button on a
GvrTooltip
script. -
Added support for Scroll and Drag events in GvrPointerInputModule so that all Unity UI components will work.
-
Added
GvrDropdown
script, a replacement for Unity’sDropdown
UI Component which works with
GvrPointerInputModule/GvrPointerGraphicRaycaster. The built-inDropdown
component has a hardcoded dependency on GraphicRaycaster making it incompatible with the GVR SDK.
Known issues
- Unity 5.6.0b5: Editor emulation does not render properly. See (issue 451).