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Position System to External Program - Changelog


1.0.1

  • 🌃 No change in prefab or shader.
  • 🖥️ Program has been updated.

Fix data decoding should no longer fail in worlds with post-processing that dims the entire screen.

  • Fix checksum should no longer fail in the "for Two" world.

1.0.0

Official release.

The source code is identical to 1.0.0-beta.1, only rebuilt with the new version number.


1.0.0-beta.1

  • 🌃 No change in VRChat prefab or shader.
  • 🌕 ChilloutVR Prefab changed. Avatar should be reuploaded using the newest version to benefit from some features.

Include licenses in the compiled program files and add a README.txt file in the software.

Prepare software for public release.

Other:

  • Change the default VR coordinates to (1, 1) instead of (0, 0).

Fixes:

  • Remove Animator component from ChilloutVR prefab.
  • Fix ChilloutVR constraints did not work in Unity 2021 because they were saved in Unity 2022.
  • Fix Rotate machine did not update immediately.
  • Make the preview model less confusing.

0.2.0-beta.1

💥 BREAKING CHANGE: The previous package needs to be removed before installing this new one. Asset GUIDs do not change. Some prefab names change.

🌕 Prefab changed. Avatar should be reuploaded using the newest version to benefit from some features.

This release contains a breaking change.

The package name has been shortened to dev.hai-vr.alleyway.position-system. This means you must uninstall the previous package before installing this one.

The asset GUIDs do not change, but some prefab names have changed.

The major version does not change because this product has not yet been officially advertised for release.

Add ChilloutVR prefab base

A ChilloutVR installation procedure is documented here.

Other

Breaking changes:

  • BREAKING: Package name has been shortened to dev.hai-vr.alleyway.position-system.
  • BREAKING: Rename prefabs to shorten their name.
  • BREAKING: In prefab, shorten mesh encoder name.
  • BREAKING: Separate ChilloutVR and VRChat assets to separate folders.
  • BREAKING: Rename and move many assets to different folders.
  • Due to change in object names:
    • ChilloutVR absolute path animations have been re-generated.
    • VRChat relative path animations have been re-generated.

Other:

  • A preview mesh has been added to help the user with scaling the system depending on the avatar height.
  • Put the menu in a submenu.
  • Menu now have icons.
  • GitHub Releases will now include a .unitypackage file.

0.1.0-beta.7

🌃 No change in Unity prefab or shader.

Add ChilloutVR prefab base

A ChilloutVR installation procedure is documented here.

Other

  • GitHub Releases will now include a .unitypackage file.

0.1.0-beta.6

🌕 Unity Shader changed. Avatar should be reuploaded using the newest version to benefit from some features.

New feature: Add a maximum height hard limit option.

The hard limits lower the maximum height that the robotic arm is authorized to move.

When this value is changed, the virtual scale is internally compensated so that it still takes the full travel in the virtual space to move in the range between the hard limits. This can be disabled using the Compensate virtual scale checkbox.

New feature: Add an offset pitch option.

The offset lets you tweak the pitch angle of the robotic arm after the position is applied.

This does not change the direction of movement. A movement in the virtual space will lead to the same direction in the physical space.

New feature: Add a setting to rotate the robotic arm entirely.

When using the Rotate machine setting, the movement in the virtual space in one direction will result in a different direction in the physical space.

  • This can turn a horizontal motion in the virtual space to a vertical motion in the physical space.
  • Alternatively, if you use a robotic arm which is oriented horizontally, using this setting can correct the space so that the virtual space and physical space match.

Add VRCFury prefab

A VRCFury installation procedure is documented here.

Other

Fixes:

  • Searching for window names should be faster as it now ignores invisible windows.
  • Encoder mesh no longer has a deleted Animation component on it (Mesh asset rig "Animation Type" is now set to None).

Other:

  • The root PID controller is unstable, so it has been disabled for this release.
  • The gizmo calibrator model material has been switched from lilToon to Standard, to avoid requiring lilToon for the prefab installation.
  • Go back to using gray pixels instead of red pixels, as we don't need to account for bloom as much. The shader version has been changed to V1.0.1 to reflect this.
  • Since WebSockets can be used beyond Resonite, all mentions of Resonite WebSockets have been changed to just WebSockets.
  • In the Debug menu, provide an estimate of the difference in scale between virtual and physical. This is meant for future work, in preparation for repositioning objects in play space when the camera starts moving as a result of travel across the virtual space.

0.1.0-beta.5

🌃 No change in Unity prefab or shader.

Fix application can now be started without having the ASP.NET Core runtime installed on the computer.

  • Reimplement WebSockets service without using AspNetCore.

0.1.0-beta.4

🌕 Unity Shader changed. Avatar should be reuploaded using the newest version to benefit from some features.

New feature: Add world space camera position and rotation to the data.

The world space camera position and rotation are now encoded in the data. The aim of this addition is to enable an additional way to pin SteamVR overlays in world space.

The shader version has been updated to V1.1.0.

Fixes:

  • Fix WebSockets normals are now normalized.

0.1.0-beta.3

🌃 No change in Unity prefab or shader.

New feature: Add optional WebSocket service for Resonite support.

The robotic arm can be controlled by sending the position and normal to a WebSocket from Resonite. The resulting robotic arm motion is still subject to the settings from the Robotics tab, as the position being sent effectively simulates the same DPS-like lights.

If any valid message is received, this overrides all data extraction logic; there will be no further image or data processing.

For more details, see the Websockets as an alternative input system section in the README.md.


0.1.0-beta.2

🌃 No change in Unity prefab or shader.

New feature: Add PID controllers to stabilize the robotic arm.

The Robotics tab now has an option for a PID controller that auto-adjusts the root position and another PID controller to dampen the target position.

New feature: Add safety setting to clamp the lateral axes.

The Robotics tab now has a safety mode that limits the lateral movement to a circle. The circle is shorter at the bottommost than at the topmost.

New feature: Add custom virtual scale setting.

The Robotics tab now has sliders to change the scale of the virtual world. A larger value means it takes more travel in the virtual space to cause the same amount of travel in the physical space.

Other

Fixes:

  • Fix OpenVR extractor was crashing if any coordinate was negative.
  • By default, the UI no longer shows that the Data is OK even though neither the window nor VR was open.

Other:

  • If the distance of the target from the root is larger than 3, input data is ignored.
  • Remove tilde from app folder name.
  • Change zip name to position-system.

0.1.0-beta.1

New feature: Connect the position of standard DPS-like lights to a robotic arm.

This is the initial beta.

This beta contains an executable (.exe) that can:

  • Decode DPS-like data transmitted through the OpenVR texture.
  • Decode DPS-like data transmitted through a Window.
  • Submit DPS-like data to any serial port connecting a robotic arm that uses the Tcode protocol (used by SR6 and OSR2).

The package contains a prefab and a shader:

  • The prefab uses Modular Avatar and creates a menu. It has a total synced cost of 2 bits.
  • The prefab does not require any manual setup. The shader is already setup within the prefab.