Commit 8fa17da
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Add support for XR_MSFT_hand_tracking_mesh and XR_ANDROID_hand_mesh (#993)
* Initial drop
* Iterate
* Add UNITY_OPENXR_PRESENT
* Update PlatformHandMeshVisualizer.cs
* Update PlatformHandMeshVisualizer.cs
* Docs update
* Move prefabs into own folder
Move back
* Update PlatformHandMeshVisualizer.cs
* Remove temp hand mesh prefabs
* Add hand mesh manager
* Iterate
* Iterate
* Update PlatformHandMeshVisualizer.cs
* Add AXR hand mesh support
stash
Update OpenXRHandsSubsystem.cs
* Update PlatformHandMeshVisualizer.cs
* Update PlatformHandMeshVisualizer.cs
Update PlatformHandMeshVisualizer.cs
* Update PlatformHandMeshVisualizer.cs
* Ensure the bounds are recalculated
Otherwise, they'll stay vaguely at the origin on some platforms, which causes Unity to clip them as you look away from the origin
Update PlatformHandMeshVisualizer.cs
* Ensure we transform from the playspace pose
* Update CHANGELOG.md
* Update PlatformHandMeshVisualizer.cs
* Update PlatformHandMeshVisualizer.cs
* Update shader to use wrist position for fade, if given
* Iterate back to sphere
* Iterate shaders again
Update RiggedHand-Main.mat
* Iterate shaders again
* Update to include outline
* Update material defaults
* Iterate to using Unity's API instead of Google's
Update PlatformHandMeshVisualizer.cs
* Update AndroidXRConfig.cs
* Update HandMeshVisualizer.cs
* Don't update more than once per frame
* Update PlatformHandMeshVisualizer.cs
* Revert "Iterate to using Unity's API instead of Google's"
This reverts commit 71c1f40.
This reverts commit d53c546.
This reverts commit 62d1781.
This reverts commit c196e26.
* Update PlatformHandMeshVisualizer.cs
* Use input action references for tracked state
* Only query the fallback if needed and we're focused
Some tracking state actions will be disabled based on the focus state, and we want to respect that
* Reapply "Iterate to using Unity's API instead of Google's"
This reverts commit d5e8004.
* Update Hands version
* Some optimizations and improvements
* Another iteration
* Revert "Reapply "Iterate to using Unity's API instead of Google's""
* Mark the hand mesh as dynamic
* Lock the Android XR package to 1.0.0 for now
* Iterate visualizers
* Revert "Lock the Android XR package to 1.0.0 for now"
This reverts commit 45c742f.
* Update PlatformHandMeshVisualizer.cs
* Update HandMeshVisualizer.cs
* Reapply "Reapply "Iterate to using Unity's API instead of Google's""
This reverts commit 43c86af.
* Update PlatformHandMeshVisualizer.cs
* Update PlatformHandMeshVisualizer.cs
* Fix stray mesh when untracked
* Don't overwrite the actual tracking state
This introduced a bug in the XRI3 migration, because the old base class (ActionBasedController) read this value from the action every frame. The new base class (TrackedPoseDriver) only reads the events when the action state changes.1 parent 6bd4df9 commit 8fa17da
File tree
22 files changed
+893
-287
lines changed- UnityProjects/MRTKDevTemplate
- Assets/Scripts/Editor
- Packages
- org.mixedrealitytoolkit.input
- Controllers
- Subsystems/Hands
- Visualizers
- PlatformHandVisualizer
- Prefabs
- RiggedHandVisualizer
22 files changed
+893
-287
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