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GVR SDK for Unity v1.200.0

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@corbinlarson1 corbinlarson1 released this 02 Apr 22:44
· 3 commits to master since this release

Support for Unity 5.6 has ended

Unity has discontinued support for 5.6. As a result, we have discontinued support of Unity 5.6 and have raised the minimum supported version of Unity to 2017.4.

Breaking changes

  • GvrXREventsSubscriber.loadedDeviceName's setter is now private.
  • The deprecated GvrAudio* components have been removed. If your project uses GvrAudio, please upgrade to Resonance Audio (developers.google.com/resonance-audio/migrate). Resonance Audio supports Unity 2017.1 and newer and is natively integrated in Unity 2018.1 and newer.

Behavioral changes

  • Decreased render priority of GvrController.shader from Overlay+100 to Transparent to address controller render order issues.

Other changes

  • Added documentation to all public methods, classes and properties.
  • Added Beta features to Instant Preview, enabling the following:
    • Controller Configuration
    • Controller Tracking Status
  • Added Instant Preview support for handedness preferences.
  • The InstantPreview.cs script now always launches Instant Preview's VR-mode intent (it previously occasionally launched the 2D-mode intent).
  • New DemoInfoPanel component and prefab to log and show developer information, including app and SDK versions.
  • GoogleVR/Beta/Demos rearranged to use same structure as GoogleVR/Demos.
  • Renamed some fields across demos and internal code.
  • Reordered tokens in all classes to conform to standard C# style.
  • All C# files now adhere to 100-character line limit.
  • Updated bundled lib GVR for Android to v1.200.0.
  • Added Android 64 bit build support.
  • Fixed a NullReferenceException in the VideoDemo scene when clicking the Daydream controller App button.
  • Removed unused components from the VideoDemo scene.

Experimental see-through mode

To learn more about see-through mode, read our announcement and developer documentation for the Android NDK and Unity.

Experimental features and GoogleVR.Beta APIs

NOTE: Beta APIs in the GoogleVR.Beta namespace are not subject to the usual deprecation process. Beta APIs are expected to change and may be removed entirely in a future version without warning.

  • New GvrBetaHeadset prefab provides UI properties to configure see-through mode on scene start. Use this in place of GvrHeadset prefab.
  • New GvrBetaHeadset class that provides an API to change see-through mode at runtime.
  • New GvrSeeThroughUI shader and material to do proper alpha blending with see-through mode.
  • Updated all GoogleVR shaders to do proper alpha blending with see-through mode. The alpha channel blend operation OneMinusDstAlpha One has been appended to the existing color channels blend operation of SrcAlpha OneMinusSrcAlpha.
  • New GvrBetaSettings class that provides an API to query status and request use of experimental system features like see-through mode.

New beta demo scene HelloMR demonstrates new experimental see-through mode features:

  • Allows the user to cycle through different see-through modes.
  • Component DemoSeeThroughController cycles through different see-through modes whenever any controller's App button is clicked.
  • Asks the user to enable see-through mode if the system supports it and it is not enabled.

Bug fixes

  • Fixed issue 941 where Instant Preview was being installed on devices that aren't Daydream-ready.
  • Fixed issue 944 where manually setting GvrPointerInputModule.Pointer doesn't cause the GvrPointerGraphicRaycaster to clear the cachedPointerEventCamera field, leading GvrPointerGraphicRaycaster.eventCamera to return an incorrect camera when using RaycastMode.Direct.
  • Fixed issue 985 where mouse left click no longer triggered pointer click events for the Cardboard VR SDK emulation in Editor.
  • Fixed Issue #1009. Upgrade native_libs gradle build to 3.3.1.
  • Fixed an issue in Instant Preview where GvrPointer raycasts would be projected from the wrong origin.