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Releases: patrykkalinowski/godot-xr-kit

0.4.0

21 Jan 20:13
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Changes

  • Reworked physics code for hand movement
  • Reworked dynamic grab inverse kinematics
  • Reworked collision detection for player body
  • Added pushback: player can push away from objects without grabbing them
  • Hand Pose Recognition switched from measuring distances between bones to measuring angles, so it can work with all hand sizes
  • Switched to Jolt Physics Engine (https://github.com/godot-jolt/godot-jolt) which is now required for the addon to work

Known issues

  • Provided hand models (valve_hand_models) were designed for SteamVR where hands have fixed size. Oculus hand tracking changes skeleton size based on user hands, which messes up the mesh due to incorrect mesh skinning
  • Free rotation (when you press trigger while holding an object) has several rotation bugs
  • Joystick rotation around static object applies incorrect rotation value depending on angle
  • Body does not retain momentum during grab (grabbing when moving will stop body, pushback and thrusters don't work when holding an object)

0.3.2

03 Dec 20:44
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  • do not grab/drop based on hand poses when we receive data from controller

0.3.1

03 Dec 17:37
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  • removed duplicated textures from valve_hand_models
  • fixed signals not disabling hand animations when switching to hand tracking in Oculus

0.3.0

30 Nov 20:45
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  • Added support for controllers in Oculus (PC and standalone), including hand animations for grip and trigger
  • Seamless switching between controller and hand tracking in Oculus
  • Fixed procedural grab poses by switching to Inverse Kinematics and greatly reduced amount of Raycasts for fingers

Known issues:

  • Hand tracking physics is glitchy
  • Hand models have incorrect bone positions in Oculus and grip pose is not perfectly aligned

0.2.0

16 Nov 23:38
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Update Physics Movement to v0.2.0:

  • updated project to Godot v4.2
  • player rotation moved to _physics_process and fixed visual glitching
  • extended thrusters to work in 4 directions and moved controls to left joystick
  • added thrusters brake
  • created custom OpenXR action map with Touch controller bindings
  • added finger micromovement: fingers now wiggle a little when hand is moving
  • updated project to work properly on Meta Quest 3: increased physics tick rate to 144Hz, disabled v-sync and switched WorldEnvironment from clear color to procedural sky in example scenes

0.1.1

11 May 21:01
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Physics Hand is now moved by PID controller.

  • gives more options for tweaking the movement
  • still buggy, but usable after some tuning

Physics Movement addon remains in alpha state

0.1.0

03 May 11:04
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Initial release for Godot Asset Library.

Current state of XR Kit:

  • Physics Movement: alpha
  • Hand Gesture Recognition: production ready
  • Smooth Input Filter: production ready
  • Cinematic View: production ready