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My team recently released XRI 2.5.1! This is a special release for me because I was able to go and revamp the hands demo scene to better showcase how many of the team's recent changes come together to make a far more polished hand interaction experience. Let's dive in!👇

59,492 Aufrufe • vor 2 Jahren •via X (Twitter)

10 Kommentare

Profilbild von eric provencher
eric provenchervor 2 Jahren

One of the biggest changes is the experience of using hand rays, which now have a dynamic animated pointer that reacts to your pinching and lights up when hovering objects. Rays have stabilized end points now as well, which makes distant UIs easier to use for controllers & hands

Profilbild von eric provencher
eric provenchervor 2 Jahren

Hands 1.3.0 also allows us to decouple hand visuals from input and post-process the joints and we showcase this with a 1EuroFilter to mask jitter. Post-processing unlocks hands physics as well (though we haven't built it). Poking now also no longer phases through UI by default.

Profilbild von eric provencher
eric provenchervor 2 Jahren

Since 2.3.0, XRI has supported interaction groups to mediate between poke, grabbing and rays. As of 2.5.0, we now support overriding between interactions for a seamless blend of modes. Our new pokeable chess pieces showcase this well.

Profilbild von eric provencher
eric provenchervor 2 Jahren

We've received feedback from fans of Half-life: Alyx that it would be cool for our sockets to be more flexible and dynamic. We now support snap sockets that also allow for any object to dynamically scale to fit to a fixed socket size.

Profilbild von eric provencher
eric provenchervor 2 Jahren

There are a number of other small changes to explore and dive into, and if you're curious to try them out for yourself, I've configured a ready to go repo with a prebuilt apk. The release notes here also dive into all these changes with more detail.

Profilbild von Robi ᯅ
Robi ᯅvor 2 Jahren

i tried it out two days ago, its really awesome! one question: did you guys implement hands locomotion already? there is no desicated teleport interactor on the hands but i was able to teleport by directing the ray interactor on the floor and pinching😅😅

Profilbild von eric provencher
eric provenchervor 2 Jahren

We’re working on locomotion, it just wasn’t ready in time for this release. Stay tuned!

Profilbild von herbst
herbstvor 2 Jahren

Looking great! Is this all expected to work with OpenXR on Quest by now, and if yes which combination of packages? (having a hard time getting things to build at all)

Profilbild von eric provencher
eric provenchervor 2 Jahren

Yep it all works with OpenXR on quest. You just need xri 2.5.1 and OpenXR 1.8.2. My repo in the thread has it all configured for you.

Profilbild von Jeff Bull Jr
Jeff Bull Jrvor 2 Jahren

So awesome! Excited to try it out!

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