OSVR news: added interfaces, SteamVR and more





Dear OSVR developers,



It's been a busy month of OSVR development, and we wanted to update you about some of the new and improved capabilities

ndk-build compatible Android builds

SteamVR plugin

"Reset yaw" and other OSVR core improvements

New eye tracker and other interfaces

Windows installer

Additional improvements

Improved Android builds

SteamVR plugin (alpha)

OSVR Core improvements

"Reset yaw" tool added, allowing to set the yaw direction of the head tracker to a desired '0' position

Initial support for updated OSVR HDK tracker firmware, providing higher reporting rate and angular velocity reports

New Interfaces

Interfaces - pipes of data - provide an abstraction layer for VR devices and peripherals so that a game developer does not need to hardcode support for particular hardware. Instead, just like a Windows application prints to the Windows print services, the game developer connects to the OSVR abstraction layer. If a new VR goggle was introduced in 2016, an OSVR-based game published in 2015 could support this new goggle as soon as the goggle had an OSVR driver.

New interfaces that have been completed or are imminent are:

Eye tracking

Locomotion - supporting omnidirectional treadmills

Gesture

Skeleton - for body and finger tracking



Windows Installer



Additional improvements

OSVR-Devel mailing/discussion list now fully up and running, now including searchable web archives and a web interface courtesy of Gmane - see http://osvr.github.io/mailing-lists/

Managed-OSVR (used by OSVR-Unity and OSVR-Monogame): Improved method of pre-loading native libraries Wrappers for the State API (in addition to the existing Callback API) Wrappers for Eye tracker, Direction, and Position2D device interface classes added

OSVR-Unity: see also https://github.com/OSVR/OSVR-Unity/blob/master/OSVR-Unity/CHANGES.md Switched to using externally-built Managed-OSVR, for improved reliability, quicker development, and multiplatform (including 64-bit) support Tagged version 0.2 following this migration. Made the ClientKit prefab a persistent singleton, preventing duplication and instability in multi-scene projects. Updated way of making custom code access OSVR callbacks and state (RequiresAnalogInterface, etc) Updated examples, code to use new Managed-OSVR InterfaceAdapter functionality.







As always, the OSVR team with the support of the community is continuously adding smaller features and addressing known issues. You can see all of these on Github such as in this link for OSVR Core

Interested in contributing? Start here: http://osvr.github.io/contributing/



Any questions or issues? email support@osvr.com



Thank you for being part of OSVR!



Yuval ("VRguy") and the OSVR team

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