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):

  1. Update deep learning models for all platform. Improved accuracy while maintaining same latency.
  2. Use same binary for android phone and wavevr device. WaveVR is detected at runtime if libwvr_api.so is available.
  3. 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.
  4. Add skeleton support on Android phone.
  5. Updated pinch direction to be more stable when doing pinch.
  6. Use clang-format to format C#/C++ source files in plugins.

Plugin related changes are listed below.

Unity Plugin

  1. Add new sample scene that shows joint rotation.

Unreal Plugin

  1. Add support for Unreal 4.26.
  2. Support simulate hand without VR devices in Unreal Editor.
  3. Add new sample scene that shows joint rotation.
  4. Optimized scripts for easier use.

Android Plugin

  1. API change in GestureResult: float[63] points is changed to Vector3[21] joints.
  2. Add SetCameraTransform function to set camera transform when UseExternalTransform is true.
  3. Add javadoc jar for better IDE support.

C/C++ Plugin

  1. Add SetCameraTransform function to set camera transform when UseExternalTransform is true.
  2. Deprecated existing fields in GestureResult
    1. Use GestureVector3 joints[21] instead of float points[21 * 3].
    2. Use GesturePinchInfo pinch instead of float pinchLevel.