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Hi, thanks for your report.
Handling the hover event when disabling the laser pointer is accidentally skipped by this line. You can simply remove the line or copy from the fixed file to resolve the bug temporarily. We will release the changes in next version asap.
* Bug fix
- [VRModule] Fix compile error in OculusVRModule.cs #14
- [Pointer3D] Fix **IPointerExit** not handled correctly when disabling a raycaster #16
- [Pointer3D] Fix **IPointerExit**/**IPointerPressExit**/**IPointerUp** doesn't execute in some cases
- Add **Pointer3DEventData.pressProcessed** flag to ensure Down/Up processed correctly
* Improvement
- Add new struct type **HTC.UnityPlugin.Utility.RigidPose** to replace **HTC.UnityPlugin.PoseTracker.Pose**
- Utility.RigidPose inherit all members in PoseTracker.Pose
- Add forward, up, right property getter
- Obsolete struct **HTC.UnityPlugin.PoseTracker.Pose** (will be removed in future version) to avoid type ambiguous with UnityEngine.Pose (new type in Unity 2017.2)
- If you somehow want to using HTC.UnityPlugin.PoseTracker and UnityEngine.Pose in your script at the same time, please use full type name or add type alias to avoid ambiguous compile error
``` csharp
using HTC.UnityPlugin.PoseTracker;
using UnityEngine;
using Pose = UnityEngine.Pose;
public class MyPoseTracker : BasePoseTracker
{
public Pose m_pose;
...
}
```
- Change some recommended setting value
- Now binding interface switch is recommended as enable only if Steam VR plugin is imported
- Now external camera interface switch is recommended as enable only if Steam VR plugin is imported
- Now VIU system game object will be auto generated only if nessary
If laser pointer is above some UI element (and element highlighted), disabling laser pointer doesnt disable ui element highlights.
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