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2.4.0b (sdk 1.7.15) - Added physical hand, snap turning, cosmos defaults
Changes for 2.4.0b * Updated openvr sdk version to 1.7.15 * Significant performance increases in the input system * Made the hands physical objects that can touch and push things (similar to The Lab) * Added Snap Turn and related actions / bindings * Changed teleport bindings to use joysticks when available * Normalized line endings and trailing spaces across project. * Updated openvr sdk version to 1.6.10 * Significant performance increases in the input system * Added Vive Cosmos default bindings
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Assets/SteamVR/Editor/SteamVR_AutoEnableVR.cs

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Assets/SteamVR/Editor/SteamVR_AutoEnableVR.cs.meta

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{
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"name": "SteamVR_Editor",
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"references": [
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"SteamVR"
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],
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"optionalUnityReferences": [],
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"includePlatforms": [
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"Editor"
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],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": []
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{
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"name": "SteamVR_Editor",
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"references": [
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"SteamVR"
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],
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"optionalUnityReferences": [],
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"includePlatforms": [
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"Editor"
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],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": []
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}

Assets/SteamVR/Editor/SteamVR_Editor.asmdef.meta

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using UnityEngine;
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using System.Collections;
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namespace Valve.VR.Extras
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{
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/// <summary>
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/// This is an example class of how to force steamvr initialization. You still need to have vr mode enabled
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/// but you can have the top sdk set to None, then this script will force it to OpenVR after a second
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/// </summary>
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public class SteamVR_ForceSteamVRMode : MonoBehaviour
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{
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public GameObject vrCameraPrefab;
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public GameObject[] disableObjectsOnLoad;
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private IEnumerator Start()
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{
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yield return new WaitForSeconds(1f); // just here to show that you can wait a while.
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SteamVR.Initialize(true);
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while (SteamVR.initializedState != SteamVR.InitializedStates.InitializeSuccess)
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yield return null;
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for (int disableIndex = 0; disableIndex < disableObjectsOnLoad.Length; disableIndex++)
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{
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GameObject toDisable = disableObjectsOnLoad[disableIndex];
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if (toDisable != null)
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toDisable.SetActive(false);
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}
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GameObject.Instantiate(vrCameraPrefab);
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}
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}
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using UnityEngine;
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using System.Collections;
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namespace Valve.VR.Extras
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{
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/// <summary>
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/// This is an example class of how to force steamvr initialization. You still need to have vr mode enabled
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/// but you can have the top sdk set to None, then this script will force it to OpenVR after a second
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/// </summary>
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public class SteamVR_ForceSteamVRMode : MonoBehaviour
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{
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public GameObject vrCameraPrefab;
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public GameObject[] disableObjectsOnLoad;
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private IEnumerator Start()
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{
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yield return new WaitForSeconds(1f); // just here to show that you can wait a while.
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SteamVR.Initialize(true);
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while (SteamVR.initializedState != SteamVR.InitializedStates.InitializeSuccess)
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yield return null;
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for (int disableIndex = 0; disableIndex < disableObjectsOnLoad.Length; disableIndex++)
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{
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GameObject toDisable = disableObjectsOnLoad[disableIndex];
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if (toDisable != null)
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toDisable.SetActive(false);
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}
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GameObject.Instantiate(vrCameraPrefab);
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}
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}
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}

Assets/SteamVR/Extras/SteamVR_ForceSteamVRMode.cs.meta

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