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Releases: GodotVR/godot_oculus_mobile
Releases · GodotVR/godot_oculus_mobile
3.3.1
3.3.0
Release 3.3.0
What's Changed
- Update to version 33 of the Oculus Mobile SDK.
- Update to version 3.4 of the Godot Android library.
- Misc bug fixes and improvements.
Full Changelog: v3.1.0...v3.3.0
3.1.0
Release 3.1.0
Features:
- Update to version 27 of the Oculus Mobile SDK.
- Update to version 3.3 of the Godot Android library.
- Introduce the
PoseRecentered
signal (and java callback) to notify ofpose recentering
events. - Add
OvrSystem::get_driver_version()
to access the version for the vrapi driver. - Add support for updating the engine iterations frequency alongside the refresh rate.
Bug Fixes:
- Resolve issue causing the touch controllers' joyticks to have invalid axis input when resuming from hand tracking.
Breaking Changes:
- Change the axes used for the finger pinch strength. This was done to resolve the bug mentioned above. The new axes mappings are as follow:
- Index finger pinch strength -> axis 4
- Middle finger pinch strength -> axis 5
- Ring finger pinch strength -> axis 8
- Pinky finger pinch strength -> axis 9
3.0.1
3.0.0
Release 3.0.0
Features:
- Update to version 23 of the Oculus Mobile SDK.
- Add support for the Oculus Quest 2
- Add
OvrSystem
API:OvrSystem::is_oculus_quest_1_device()
: Use to check for Oculus Quest 1 devicesOvrSystem::is_oculus_quest_2_device()
: Use to check for Oculus Quest 2 devicesOvrSystem::get_device_type()
: Return anint
describing the device type. The returned value can be checked againstOvrVrApiTypes.OvrDeviceType
enum values.
- Update the demo project with support for the Oculus Quest 2
- Bug fixes and documentation improvement
Breaking Changes:
- Deprecate support for the Oculus Go and clean up deprecated APIs
2.1.0
Release 2.1.0
Features:
- Update to version 19 of the Oculus Mobile SDK.
- Note: This is the last version of the Oculus Mobile SDK to support the Oculus Go.
- Add API to detect whether controllers or tracked hands are in use.
- Add API to query and update the device color space.
- Update demo project to demonstrate use of the hand pointer pose API (Fix #119).
Breaking Changes:
- Consolidate display related APIs under the
OvrDisplay
class:- OvrDisplay.set_color_space(int color_space): Use to update the device color space.
- OvrDisplay.get_color_space(): Use to retrieve the device color space (this is a constant for each device type).
- OvrDisplay.set_display_refresh_rate(float refresh_rate): Use to update the device display refresh rate.
- OvrDisplay.get_supported_display_refresh_rates(): Retrieve the list of refresh rates supported by the device.
- Deprecate and remove the
OvrDisplayRefreshRate
class.
Note:
Due to the Oculus Go deprecation by Oculus, a Oculus Go specific branch will be created following this release in order to address the needs for users that still use the plugin for development on the Oculus Go.
2.0.0
Release 2.0.0
Features
- Simplify setup, development and deployment process by migrating to Godot Android Plugin v1 system (#71, #81, #94, #104)
- Stable hand tracking support (#112, godotengine/godot#38843)
- Focus awareness support (#98, #99, godotengine/godot#39305)
- Notify when the headset is (un)mounted (#97, #99)
- Notify when the app enter/leave VR mode (#99)
- Expose the Oculus primary controller id (#111)
- Expose the field of view for each eye (#99)
- Expose the viewport bounds for each eye (#99)
- Expose API to query the guardian boundary (#90)
Bug Fixes
- Fix Oculus Go controller handling (#115, #114)
- Fix Oculus Quest controller vibration (#96, #107)
- Fix controllers'
worldscale
handling (#105) - Fix demo's target framerate (#95)
Known Issues
- Enabling focus awareness is broken in Godot 3.2.2 (godotengine/godot#39902). See workaround.
1.0.0
Initial stable release! Enable support for the following Oculus mobile devices on Godot:
- Oculus Quest
- Oculus Go
- Gear VR