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Version 1.3b10 Render Models are split between hand/controller. Fixes.
Changes for v1.3b10: * Fixed a couple issues that would cause tracking jitter or entire loss of input * Fixed an issue with destroying held objects Changes for v1.3b09: * Newly created action sets default to "single" mode allowing action mirroring in the binding UI. * Added an example of blending unity animations with the skeleton input system. The sphere on the Equippable table can be grabbed and the hand will blend to an animation. * Interactables now hand a hideHandOnAttach bool, a handAnimationOnPickup int that triggers an Animator.SetInt, and setRangeOfMotionOnPickup which will temporarily set the range of motion while an object is attached. * Added a tool example for "With Controller" hand animation examples. Equippables can also be flipped depending on the hand that picks them up. * Interactables now can tell hands to snap to them on attach. Specify a transform to snap to in Interactable.handFollowTransform and then check handFollowTransformPosition and/or handFollowTransformRotation * Added Range of Motion blending to skeleton - Hand.SetSkeletonRangeOfMotion(rangeOfMotion, blendTime) * Updated skeleton system to account for coordinate system changes * Fixed some perf issues with the old render models (WIP) * Fixed some bugs with button hints (WIP) * Interactables should now auto detach on destroy. * Added slim glove models, an example of an alien hand with 3 fingers, and an alien hand with floppy fingers * Hands now initialize a RenderModel object which can contain a hand and a controller. These can be toggled on and off separately * Fixed issue with controller highlighters not initializing correctly * Added the ability to attach an object to a specific offset from the Hand - Hand.ObjectAttachmentPoint * Fixed issue where render model would not show after bringing up compositor * Fixed issue with default Throwables. HoverButton now works in local space * Fixed issue with velocities and angular velocities not transforming properly
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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//
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// Moved to SteamVR/Scripts/SteamVR_Settings.cs
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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//
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// Moved to SteamVR/Scripts/SteamVR_Settings.cs
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//
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//=============================================================================

Assets/SteamVR/Editor/SteamVR_Settings.cs.meta

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Assets/SteamVR/Extras/SteamVR_TestThrow.cs

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void FixedUpdate()
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{
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var device = SteamVR_Controller.Input((int)trackedObj.poseAction.GetDeviceIndex());
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var device = SteamVR_Controller.Input((int)trackedObj.GetDeviceIndex());
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if (joint == null && spawn.GetStateDown(trackedObj.inputSource))
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{
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var go = GameObject.Instantiate(prefab);

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