Releases: FusedVR/VRStreaming
Releases · FusedVR/VRStreaming
Update to Render Streaming 3.1.0-exp.2
- Updated to latest version of Unity Render Streaming 3.1.0-exp.2
- Added NEW Authentication Sample to highlight interacting with the FusedVR Smart Contract. More details coming soon : https://github.com/FusedVR/nft.games
- Published Package to NPM for automated updates : https://www.npmjs.com/package/com.fusedvr.vrstreaming
Blockchain Smart Contract Sample
Added
- Added a NEW Sample : BlockChain Testing to quickly test Web3 integration with Client
- Added Support for Smart Contracts to be registered with Clients in order to easily make calls on the Blockchain
- Two Events to Client Streams for when Client is added / leaves
Fixed
- Fixed Missing VRTK scripts that were required for the Apartment Sample
- Updated VRInput Manager to use the onDeviceChange Event
- Fixed Mouse Input to be Relative to viewable area
Asymmetrical Multiplayer Sample
Added
- Added a NEW Sample : Asymmetrical Apartment for testing asymmetrical multiplayer
- Add CameraControls.cs to allow for the Camera to be controlled in 2D experiences
- Added Supported Versions to README : #24
- Added enableKeyboardTouchControls to VRInputManager to control whether to use Camera Controls
Changed
- Fixed HDRPVR Sample to reference correct Render Streaming Prefab
- Fixed Mouse & Camera Input from the Web Client to be correctly sent to Unity SDK using RemoteInput class
- Removed WebXR controls from client and instead send input to be handled by server
- Fixed Overriding Prefab Positional & Rotational Data : #19
- Rotation from headset is applied in local rotation instead of global rotation
Multi-Device / Player Support for Asymmetrical & Blockchain Use Cases
Added
- Added a new ClientStreamer.cs file that is responsible for managing the streams for a given player
- Added a new BlockchainData.cs script to make it easier to integrate with new Block Chain integrations with client
- It is now possible to send Blockchain transactions to each client and wait for a response from the blockchain
Changed
- MAJOR Revised the Render Streaming Service prefab. The new prefab is a single game object and now requires player prefabs, which will be spawned when a player connects. This change was made to support multi-players / devices
- Upgraded to Render Streaming version : 3.1.0-exp.1
- VRInputManager now listens for Blockchain data and passes along to the BlockchainData script.
- VRBroadcast now exposes a Max Connection / Player Prefab field in addition to GameID (see README for more details).
Two Video Streams
Due to #7, I have reverted the SDK and website to use two video streams in order to reduce the image size and not cause the encoder to crash.
Once the linked WebRTC issue has been resolved, I will re-revert this change to use a single video texture
VR Camera Streaming
Changed
- MAJOR Combined left eye and right eye into a single render texture on one video track to increase encoding performance & maintain synconization between eyes
- Removed Video Resizing as this implementation needs to be re-evaluated
- Increased default resolution to 2700 x 1500 (both eyes)
Added
- Added new VRCamStreaming component that exposes bitrate and framerate encoder parameters
GameID and Camera Resolution
SDK Changes
- Listen for Camera Resolution Data about the connected VR headset and dynamically update resolution accordingly
- Removed Editor Script to auto-import HDRP as it was triggering an infinite import loop
- Added Package Requirement for Newton JSON
- Added New GameID to allow the ability to filter for clients looking for a specific game
Web Client Changes on fusedvr.com/rendering
- Added new optional GameID field on client to select what game clients want to connect with
- Added new Disconnect button to disconnect from server
- Enter VR is only shown when connected with the server
- Client now sends Camera Resolution to Unity
- Fixed Issue where Connect to Cloud button disappeared if failed to connect to server
VRTK Archery
- Added New VRTK Sample to highlight how to use Input from the WebXR Client. Can be imported via the Package Manager Samples
- Updated Rotation data to use WebXR Quaternions instead of Euler Angles. This helps avoid Gimbal Lock in certain cases when using archery
HDRP Sample + Axis Movement Data
Changed
- VR Controller Data Input Format from client for WebXR data
Added
- VR Controller Data for Axis input i.e. Trackpad and Joystick
- HDRP VR Render Streaming Sample
Add VR Broadcaster
Implemented a VR Broadcaster component, which is based on the Unity Render Streaming component, but is capable of limiting the number of connections to the server.