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2.8.5 - Unity 6.1+ fixes. DX12 fix. OpenVR SDK 2.12.14
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Assets/SteamVR/OpenVRUnityXRPackage/Editor/com.valvesoftware.unity.openvr-1.2.3.tgz renamed to Assets/SteamVR/OpenVRUnityXRPackage/Editor/com.valvesoftware.unity.openvr-1.2.4.tgz

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Assets/SteamVR/OpenVRUnityXRPackage/Editor/com.valvesoftware.unity.openvr-1.2.3.tgz.meta renamed to Assets/SteamVR/OpenVRUnityXRPackage/Editor/com.valvesoftware.unity.openvr-1.2.4.tgz.meta

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Assets/SteamVR/readme.txt

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# SteamVR Unity Plugin - v2.8.4 (sdk 2.5.1)
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# SteamVR Unity Plugin - v2.8.5 (sdk 2.12.14)
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Copyright (c) Valve Corporation, All rights reserved.
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If you publish your game to steam you can let users change their input bindings while the game is not running by setting the location of your action manifest. On the steamworks partner site go to the Application settings, and the Virtual Reality Section. At the bottom you'll see a radio button to designate your title as a SteamVR Input application. You then can set the location of your action manifest. In older versions of the plugin this was next to the executable. In versions 2.3.3 and above this is in [GameName]_Data/StreamingAssets/SteamVR/actions.json.
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Changes for 2.8.5
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* Updating OpenVR sdk to 2.12.14
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* Unity 6 fixes
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* Added support for DX12 (Unity 6 default). Note: A Unity bug makes the Built-in Render Pipeline incompatible with single pass rendering. Multipass is required, or switch to URP.
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Changes for 2.8.4
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