From f04864ac4c78015241f82550e653b8ceee7c66bc Mon Sep 17 00:00:00 2001 From: Dave Ruddell Date: Wed, 10 May 2023 14:35:15 -0700 Subject: [PATCH] Bring over minor documentation updates for 2.3.2 --- Documentation/ActivateInteractables.md | 2 +- Documentation/GrabInteractables.md | 2 +- ProjectSettings/ProjectSettings.asset | 2 +- README.md | 9 +++++---- 4 files changed, 8 insertions(+), 7 deletions(-) diff --git a/Documentation/ActivateInteractables.md b/Documentation/ActivateInteractables.md index f7ef79de8e..79c2639414 100644 --- a/Documentation/ActivateInteractables.md +++ b/Documentation/ActivateInteractables.md @@ -10,7 +10,7 @@ The interactables below have 3 states: default, grabbed and activated. ## Basic example -The basic example objects differ from the [Grab Interactables](GrabInteractables.md) station in that they respond to the controller trigger when they are held. This occurs through their **HoverStateVisual** configuration, which is a child Prefab of the interactable. These objects are set to pulse a color when the controller trigger is pressed. +The basic example objects differ from the [Grab Interactables](GrabInteractables.md) station in that they respond to the controller trigger when they are held. This occurs through their XR Interactable Affordance State Provider configuration, which sends state changes to the Affordance Receiver components on child GameObjects of the interactables (typically named Audio Feedback and Visual Feedback). These objects are set to change color when hovered, selected (picked up), and activated (when the controller trigger is pressed). ## Advanced examples diff --git a/Documentation/GrabInteractables.md b/Documentation/GrabInteractables.md index a36de37ea3..fe2bf77e50 100644 --- a/Documentation/GrabInteractables.md +++ b/Documentation/GrabInteractables.md @@ -14,7 +14,7 @@ Notice the difference in tracking latency. We recommend using instantaneous by d Each interactable example contains the required components for grabbing; a **Rigidbody**, **XR Grab Interactable**, and **Collider**. -In addition, each example object contains a child Prefab named **HoverStateVisuals**. This is a helper we've included that will automatically highlight interactables when they are hovered along with providing haptic and audio feedback. Three variants are included, which have different levels of effects included when the activate button is pressed. These can be added to your own objects to automatically get hover-highlight support. +In addition, each example object contains an example of how to use the Affordance System. Each Interactable contains a XR Interactable Affordance State Provider component, which sends state changes to the Affordance Receiver components on child GameObjects of the interactables (typically named Audio Feedback and Visual Feedback). There are receivers configured for both sound and color changes so that objects will automatically be highlighted when they are hovered along with providing haptic and audio feedback. Different variants are provided throughout the scene depending on the specific needs of the interaction. The major difference between the example objects is the movement type selected. * **Instantaneous** movement is for objects that do not need to interact with other physics objects. diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index a5bc099838..2ff34d3c7b 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -134,7 +134,7 @@ PlayerSettings: 16:10: 1 16:9: 1 Others: 1 - bundleVersion: 2.3.0 + bundleVersion: 2.3.2 preloadedAssets: - {fileID: 0} - {fileID: 0} diff --git a/README.md b/README.md index 2d2135968e..884ff2f646 100644 --- a/README.md +++ b/README.md @@ -1,4 +1,4 @@ -# XR Interaction Toolkit Examples - Version 2.3.0 +# XR Interaction Toolkit Examples - Version 2.3.2 ## Introduction @@ -41,9 +41,10 @@ The following stations are available in the XRI Examples: * [Station 2: Grab Interactables](Documentation/GrabInteractables.md) - Basic object manipulation. * [Station 3: Activate Interactables](Documentation/ActivateInteractables.md) - Manipulation of objects that can be triggered by the user. * [Station 4: Socket Interactors](Documentation/SocketInteractors.md) - Manipulation of objects that can snap to specific positions. -* [Station 5: 2D UI](Documentation/UI-2D.md) - Creation and interaction with [world space](https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/UICanvas.html#world-space) 2D UI. -* [Station 6: 3D UI](Documentation/UI-3D.md) - Creation and interaction with 3D constrained controls. -* [Station 7: Physics Interactables](Documentation/PhysicsInteractables.md) - Best practices for combining physics and XR input. +* [Station 5: Gaze Interactions](Documentation/Gaze.md) - Leverage the eye-tracked or head-based gaze interactor to add assistive interaction to your projects. +* [Station 6: 2D UI](Documentation/UI-2D.md) - Creation and interaction with [world space](https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/UICanvas.html#world-space) 2D UI. +* [Station 7: 3D UI](Documentation/UI-3D.md) - Creation and interaction with 3D constrained controls. +* [Station 8: Physics Interactables](Documentation/PhysicsInteractables.md) - Best practices for combining physics and XR input. For a list of new features and deprecations, see [XRI Examples Changelog](CHANGELOG.md).