-
Notifications
You must be signed in to change notification settings - Fork 167
New issue
Have a question about this project? # for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “#”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? # to your account
Remove partner input SDK dependencies #548
Conversation
…(no longer included in the engine in 2019.1)
I'm really excited about this PR. Half the time, I'm editing my project on a Mac and it doesn't play well with SteamVR and/or the Oculus Utilities being in my asset tree. Is it possible to try this out in 2019.2? |
Yes, this currently works on latest 2019.1 and 2019.2. Backport to 2018.3 is in queue, but not sure what version it will land. |
It appears UnityEngine.SpacialTracking was removed in 2019.2. |
You have to add back the legacyinputhelpers package in the package manager. It might be a preview package still, so check that box if you don’t see it. |
Great! That worked. It's an empty project, but Mac is happy, which is a great sign for me. I'll play around with it tonight in Windows and more on the Mac tomorrow. Thank you very much for the help. |
Okay, so all dependencies are now in. Verified that 2018.3.12f1 has support (missing piece). I'd say we're good for final review and merge back. |
Use readonly for planes array in VisibilityDetector
I did some testing on this last night and pushed some changes to the readme and moved the new I was noticing an issue where one of the vive grips was "stuck on" during one test run, but I remember this being a hardware issue in the past. I wasn't able to reproduce the issue on current The tests currently fail, so I'll look into that today. The compilation tests fail because some of the new code relies on C# 6.0 and, as far as I can tell, we can't tell The build tests are also failing, which looks to be an issue with When this merges in, I'll mark the parent commit with a 2018.2 tag to indicate that it is the last version supported by 2018.2. It's unfortunate that EditorXR will now cause compiler errors in older versions of Unity, or in the legacy runtime. If this becomes an issue, we can just bring back the compiler directives to at least suppress errors, even if the tools won't actually work in earlier versions. |
Update from today: The CompileTest issue was simple enough: there was only one place where we're using C# 6.0 features, (an There was another test breakage that took most of the day to track down. Because of the new input setup, the The fix was just to call I'm not sure if this was a pre-existing issue, but I also added a Finally, I was about to delete the |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
No more dependencies! We made it! 🎉
One last note on this: I've noticed a bug in player builds where the spatial menu gets stuck-on when using Vive controllers. This is likely related to how Edit: the bug is present on both Vive and Rift |
Purpose of this PR
Remove dependencies on the Oculus and SteamVR plugins
Haptics is now cross-platform
Testing status
I've tested importing into an empty project for 2018.3, 2019.1, and 2019.2
2018.3.12f1 is the new minimum required Unity version
2019.1+ works fine
I've manually tested with a Rift using Oculus and OpenVR
I've manually tested a Vive using OpenVR
Technical risk
Technical risk: 2 (medium)
Halo risk: 2 (medium)
Comments to reviewers
Try and use this for a while for development to see if any bugs crop up
I haven't thoroughly tested haptics, so there may be some bugs there