This means the old OpenVR with controller manifest files are not used. But that it should work for all headsets and controllers without specific files, even future headsets.
I have tested on Quest2 with Link/AirLink. I'm very interested in hearing reports from any other headset. I had problems with the pointer angle and had to offset it 75 degrees in X to get it correct, not sure if other devices have different offsets or if I'm doing it wrong.
More and more stable after the recent major project update.
- Add Vive Cosmos default controller binding. - Correct WMR default controller binding. - Adjust height (+-10 steps @ 24cm). - Possible fix for all default controller bindings (path to actions.json). - Correct setup for bloom effect.
Some adjustments, still v1.90
Removed Recentering - you must do that with steamvr-Menu-button, select Recenter.
Add ability to adjust the height (8 steps @ 16cm).
Upgrade to FMOD 2.02.07 package.
Minor bugfix to LandingZone materials during startup.
v1.90 New render pipeline.
- First working version with the new URP pipeline. - Glow to the landing zone attention markers. - New Skyboxes. - Updated planet below feet. - Updated all of the build environment to the latest.
v1.86
v1.83 - Auto land over zone with point motion. - Auto fire with point motion, bullet goes from ship to enemy regardless of ship direction. - You do not die touching stationary enemies. v1.85 - Finally bug fixes to collisions (can no longer get stuck). - Checks for if the player is thrown outside the map. - Sanity check on velocity that increases to much. v1.86 - Limit auto fire range with point motion - Corrected Controls-instruction
Menu selection
Fix menu selection bug.
Minor GUI fix
Add EasyMode marker
2021-02-18
Show placement for best score
20210218
Fixes for running the app without steamvr controllers.