Hurricane VR – Physics Interaction Toolkit

  Asset, Unity3D

 

Creator : Cloudwalkin Games

Version : – – Version: 2.7.0.2 – – Dec 20, 2021 – –

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Description :

*********Update Procedure************

Versions < 2.4 delete the /HurricaneVR/Framework/Shared folder.

Versions < 2.5 delete /HurricaneVR/Samples

2.7

Fixed an issue with the input manager where OVRInputs wouldn’t work if the controller connected late.

Fixed an issue where sockets with overlapping triggers would infinitely grab the socket out of it’s neighbor.

HVRGrabbable – OriginalCollisionMode, WasGravity, Was Kinematic setters set to public so they can be modified by user while grabbed.

Barebones Scene – added OpenXR Rig variant.

Tweaked hand inertia tensor and default wrist strength.

Haptics Updates:

Haptics fields removed from HVRForceGrabber and HVRHandGrabber and moved to HVRGrabHaptics scriptable object that can be set on the HVRInputManager

InputSystem Controller updated for OpenXR 1.3 where they finally updated full haptic functionality which allows haptic frequency adjustments.

HVRGunBase: Added HVRGunHaptics Scriptable Object and HapticsGrabbable field that let’s you decide which other grabbable on the gun will vibrate the hand holding it.

HVRGrabbableImpactHaptics & HVRHandImpactHaptics – adds collision haptics to grabbable and the physics hands. Uses HVRImpactHaptics scriptable object for haptics settings.

HVRInputManager – Updated with HVRGrabHaptics settings reference.

Example prefabs updated with new haptic components.

New Scriptable Objects:

HVRImpactHaptics:

Timeout : time before another haptic vibration is allowed since the last.

Sqr Mag Threshold : post collision velocity threshold required to vibrate.

Amp Curve: animation curve used to scale haptic amplitude by collision force.

Max Force: Collision force is divided by this value and fed into the amp curve.

Duration: Haptic Duration

Frequency: Haptic Frequency

HVRGunHaptics:

DryFire: haptic when pulling trigger with empty gun.

Fire: when the gun shoots.

Trigger Released: when trigger drops below pull threshold.

Trigger Squeezed: constant haptics while trigger is being pulled.

Cocking Handle Eject: when eject threshold is met.

Cocking Handle Chambered Round: when chambered round threshold hit.

Cocking Handle Released: when cocking handle is released.

Ammo Socketed: when a magazine enters the mag socket.

Ammo Socket Released: when mag socket releases it’s object.

HVRGrabHaptics:

Hand Grab: when hand joint attaches

Hand Release: when dropping object

Hand Hover: when hand hovers and object

Force Grab: when force grabber starts grabbing

Force Hover: when force grabber hovers

2.6

Major improvements to dynamic pose grabbing:

– When force grabbing the palm will align towards the collider to help prevent finger overlap.

– Dynamic grab now works with the “Hand Grabs” feature where the hand can move to the object.

– Fingers now smoothly bend to their dynamic pose instead of snapping immediately

– Grabbable objects now smoothly come into the hand instead of snapping immediately

Hand Pose Editor:

– Updated to show the bone gizmos while preview hands are active, even if another object is selected.

– Issues with gizmos not showing up when more than one inspector is open should be fixed.

New VRIK Setup Window – tutorial to follow

New Custom Hand Setup Window – tutorial to follow

HVRHandGrabber:

– CloneHandModel will no longer clone the skinned mesh renderer, it will instead create an invisible hand clone for collision purposes only leaving the original intact without colliders.

– Tweaked default throwing velocity factors on tech demo hands.

– Fixed layer reset after a dynamic grab when all collider layers weren’t the same to begin with.

– DynamicPoseIndicatorMode – chose behaviour of grab indicators when dynamic posing would occur: (None, Transform Position, Palm Position)

– DynamicPoseIndicator – grab indicator override when hovering with dynamic posing

– Hand Collision with a released object will re-enable immediately for objects without a rigidbody, or a rigidbody that’s kinematic.

– Fixed an issue where BreakDistance was checking too early before the grab joint was made.

– Grip grab being active will prevent Hovering a grabbable.

HVRGrabbable:

– ParentHandModel now defaulted to false

– RigidBody can now be assigned, useful for compound objects like guns with secondary holds.

– AutoApplying Grabbable layer will now stop recursing down the tree if another HVRGrabbable is found, and will be performed in Start instead of Awake.

– SetupColliders() made public for users who add colliders after start to the object can reset the known collider list.

– Colliders / AdditionalIgnoreColliders changed to lists instead of arrays for runtime modification.

– RequireOverlapClearance defaulted to false

– OverlapTimeout lowered to .20

HVRPosableGrabPoint: Add Check Distance and MaxDistance fields which which can invalidate grab points based on pose to hand distance.

HVRStabber: Now checks if HVRStabbable component is enabled or not, allowing you to disable stabbing of certain objects dynamically.

HVRScreenFade: FadeStart / FadeEnd events

SFXPlayer: code using the singleton updated to check it’s existence first.

Example scene Demo UI updated with a Pause example.

Gun Example prefabs are updated to use just one RigidBody, stabilizer / pump grabbables now use the main rigidbody for jointing.

Gun Creator updated to only use one grabbable RigidBody instead of two with a joint.

2.5.1

Fixed OpenXR Rig prefabs to use the v1.0.2 InputSystem bindings that were broken due to v1.1.1 Unity changes…

Fixed issue when teleporting while holding an object without colliders.

Greatly improved the post teleport collision safety check of the hand and held object.

Example scene demo code that references player components will locate the first rig that is active in the scene.

FinalIK demo scene and rig upgraded with teleport collision handling, hand indicators, UI example.

Hexa Integration Updated for the latest HexaBody release which includes hand stuck detection and handling, if you updated HexaBody to the latest, this will need to be re-extracted.

Hexa Integration Updated with OpenXR prefab.

HVRJointHand –

Upgrade with a optional anchor transform and arm length, if provided the physics hands will have their reach limited when chasing the controller

with distance checks starting from the anchor. Very useful when using full body such as VRIK.

Improved hand stuck and max distance reached options:

-Held objects prevent hand return.

-Held object released prior to return.

-(Default) “HandSweep”, hand safely starts at the desired reset point and goes toward the controller until collides, even with held objects.

v2.5

Fixed default index finger curl weight to account for controllers without trigger touch.

Fixed an issue with grab point’s that limited which hand could grab it would allow it anyway when there were multiple grab points in the same group.

Force Grabber:

Any amount of grab points can be hit instead of one. If the grab point allows, the closest by position and rotation will be used.

GrabPoser: Pose animated while an object is being force grabbed.

HoverPoser: Pose animated while the force grabber is hovering over a grabbable.

Hand Grabber:

ApplyHandLayer: optionally applies default hand layer on start, defaulted to true.

GrabPoser: Pose animated while an object is being force grabbed.

HoverPoser: Pose animated while hovering.

New Grab(grabbable, grabTrigger, grabPoint) Method: For use with objects with poses assigned, will automatically bring the object to the correct orientation relative to the hand.

HVRJointSettings – Updated to allow Position, Rotation, or Position and Rotation drives to be assigned.

HVRPlayerController – Optional NeckPivot transform, if supplied will control HMD -> Player movement. Default rig updated with neck pivot camera child.

HVRTeleporter: New Teleport(position, direction) method to manually teleport the player in code, handling held objects and collision after. Demo scene updated with example usage.

HVRGrabbable – SocketGrabPoints field can be populated to limit what pose will be used, if empty all poses are valid.

HVRPosableHand and HVRPosableGrabPoint – added PoserIndex which will allow objects to have grab points that can be grabbed by different hand rigs.

HVRGrabPointSwapper – updated to handle multiple Posable Hand Indices.

HVRDamageHandler: Added HandleRayCastHit(HVRDamageProvider damageProvider, RaycastHit hit)

HVRCameraRig: Added SaveCalibrationHeight option that is useful for rapid debugging without having to manually calibrate in game.

Default hand strength has been adjusted to be more responsive, with a more realistic max force value.

HexaBody Integration – updated to match latest HexaBody asset update for hand responsiveness when turning.

Examples Updates:

-TechDemoRig updated with force and hand grabber hover / grab poses.

-Code driven grabbing of object which handles pose orientation and (mostly) post grab collision detection.

-Code driven teleporting of player and held object to a position and facing specified direction.

-Demo Weapons have had their grip hand strength settings removed and recoil values have been adjusted.

Up Recoil position moved further forward to cause rotational torque instead of upward force.

-HVRGrabbable SocketGrabPoints example

-Holster scale size set to 1.7

FinalIK integration updated with animation legs from the latest FinalIK version.

Added OpenXR Variant of the TechDemoRig with input system tracked drivers.

Mjolnir has received a major buff.