v0.10.0, 2021/03/11¶
Tip
v0.10.x seriese is release candidates for v1.0. If you have any feedback, please post on Vive Hand Tracking forum.
v0.10.0 includes following changes since v0.9.4 (important ones are highlighted):
- Update deep learning models for all platform. Improved accuracy while maintaining same latency.
- Use same binary for android phone and wavevr device. WaveVR is detected at runtime if
libwvr_api.so
is available. - Add joint rotation/pinch info/palm position info in GestureResult for all plugins. It’s now recommended to use palm position for 2D/3D mode.
- Add skeleton support on Android phone.
- Updated pinch direction to be more stable when doing pinch.
- Use clang-format to format C#/C++ source files in plugins.
Plugin related changes are listed below.
Unity Plugin¶
- Add new sample scene that shows joint rotation.
Unreal Plugin¶
- Add support for Unreal 4.26.
- Support simulate hand without VR devices in Unreal Editor.
- Add new sample scene that shows joint rotation.
- Optimized scripts for easier use.
Android Plugin¶
- API change in GestureResult: float[63] points is changed to Vector3[21] joints.
- Add SetCameraTransform function to set camera transform when UseExternalTransform is true.
- Add javadoc jar for better IDE support.
C/C++ Plugin¶
- Add SetCameraTransform function to set camera transform when UseExternalTransform is true.
- Deprecated existing fields in GestureResult
- Use
GestureVector3 joints[21]
instead offloat points[21 * 3]
. - Use
GesturePinchInfo pinch
instead offloat pinchLevel
.
- Use