Releases: needle-tools/needle-engine-support
Releases · needle-tools/needle-engine-support
3.46.1-pre.1
Needle Engine
- Fix: WebXR teleport and rotation now takes user position in rig space into account. This means when teleporting the user is now placed at the expected ray target point and when rotating the user is rotated around himself as expected (and the position stays the same)
- Fix: Animation component
fadeDuration
didn't fade out previously playing animations but instead stop immediately
Unity Integration
- Fix: Update dialogue
Links
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3.46.1-pre
Needle Engine
- Add:
isMacOS
utility method - Improve WebXR controller and hand raycasting and line rendering. Hide rays while the primary pointer i active.
- Improve DragControls performance
- Fix: Animation
play
should resume paused animations instead of restarting - Fix: PWA plugin now automatically disables gzip compression. Improved error message if there's missing configuration
- Fix: SyncedRoom
joinRoom
button not creating a new room if the room url parameter was present but empty - Change: Better error message for circular imports causing scripts to not work
- Change: On OSX and MacOS use power-preference
default
for improved performance (webkit issue)
Links
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3.46.0-pre.1
Needle Engine
- Add: WebXR teleport using right hand pinch
- Add: WebXR
Quit XR
button - Add: SceneSwitcher
useSceneBackground
option to apply background skybox from loaded scene (if it has any) - Add: SceneSwitcher option to add Needle menu buttons
- Add:
Gizmos.DrawCircle
- Fix: issue where
depth-sensing
would cause camera near and far planes to have invalid values causing the scene to not render properly anymore when exiting AR - Fix: DropListener should not prevent propagation. Otherwise e.g. RemoteSkybox and DropListener would not work together
- Fix: DropListener
placeOnHit
should not raycast on just dropped object - Fix: issue where onPointerEnter is only invoked once if onPointerExit isnt declared
- Fix: WebXRController hits rendering on UI elements
- Fix: WebXRController rays are always visible when enabled but with a low opacity if no object was hit
- Change: WebXR
autoPlace
does now only place on flat surfaces with a small time threshold - Change: DragControls
SnapToSurface
now usesDynamicViewAngle
if no object was hit - Change: Needle Menu active and focus button CSS
Unity Integration
- Update SceneSwitcher component
Links
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Needle Engine Blender Addon 0.50.9
- Fix: Error in project settings panel due to WebXR component in scene
3.46.0-pre
Needle Engine
- Add: MeshTracking (WebXRPlaneTracking) is by default now generating occluder meshes for detected planes and meshes
- Add: AudioSource properties for
time
,time01
(normalized time),duration
- Add: Animation properties for
time
and method forpause()
- Add: WebXRPlaneTracking
occluder
property to automatically generate occluder meshes for detected meshes - Add: GroundProjection can now blend with the AR environment using the
blending
property - Fix: Animation
playOnAwake
regression - Fix: ContactShadows ignoring GroundProjectedEnv sphere, gizmos and depth only objects (e.g. occluder spheres from mesh tracking)
- Fix: Ensure Sprites when exporting to USDZ
- Fix: DragControls
Snap To Surface
when starting to drag - Change: WebXR controller hits now only use object bounds
- Change: Hide GroundProjection in immersive-ar
- Change: Minimal increase of close distance for SpatialGrab in WebXR
- Change: Settings on WebARSessionRoot are now all moved to the WebXR component
- WebXR performance improvements for immersive-ar sessions as well as controller and hand tracking
- Update three.js dependency to 0.162.6
Unity Integration
- WebARSessionRoot settings have been moved to the WebXR component
Links
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3.45.2-pre
Needle Engine
- Add: Support for immersive-ar
unbounded
session for unlimited passthrough experiences (enabled by default).
This is currently an experimental feature in the Quest browser. To enable it go tochrome://flags
and checkWebXR experiments
, then restart the Browser. The next time you start an immersive-ar session on quest the WebXR experience will run without guardian boundaries. - Add: NEPointerEvent
isSpatial
getter to easily determine if an input event was generated by a spatial device - Add: Object
static:true
does now disablematrixAutoUpdate
- Add: vite plugin that ensures that the npm folder exists
- Fix: Raycast handle null or empty objects in targets array
- Fix: Animation component
play()
issue where previous animations were not always stopped/faded out - Fix: SceneSwitcher regression causing scenes to not be unloaded
- Fix: Issue where completely empty scene without explicit XR rig caused invalid placement/rendering in VR
- Change: pointer events are now captured and continue to work when they hover over other HTML elements (if started in the 3D scene)
- Change: Disable touch-action on
<needle-engine>
element
Unity Integration
- Add more characters to default character sheet
Links
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3.45.1-pre
Needle Engine
- Add: GroundProjection blurriness set from
scene.backgroundBlurriness
- Add: Camera
backgroundRotation
property - Add: GroundProjection environment rotation using
scene.backgroundRotation
- Add: GroundProjection
autoFit
option - Fix: OrbitControls re-applying autoFit again when enabled/disabled
- Fix:
getBoundingBox
should ignore gizmos - Fix: XRControllerModel
createHandModels
not working whencreateControllerModels
was disabled - Fix:
getTempVector
andgetTempQuaternion
set to 0,0,0 by default to return consistent values when called without parameters - Change: WebXR avatar does now hide local hand models when XRControllerModel models or hands are enabled
- Update gltf-progressive to version 1.2.5
Unity Integration
- Add: GroundProjectedEnv autoFit option to automatically move the projected surface right below the content
Links
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3.45.0-pre
Needle Engine
- Add: XRControllerFollow does now reset the object to the original pose after XR
- Fix: XRControllerFollow does now take original object scale into account
- Fix: OrbitControls autoFit now takes GroundProjection scale into account for the camera far plane
- Change: ContactShadows do now apply scale and transform to a child object so it does not modify the transform anymore of the object it was added to
- Change: GroundProjectionEnv default height to 3
- change: Increase GroundProjectionEnv resolution to 128 for smoother edges
- Change: ChangeMaterialOnClick does now change mouse cursor on hover
Unity Integration
- Update GroundProjectedEnv component
Links
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3.44.6
Needle Engine
- Add: The default XR rig is now automatically placed to view the scene if no explicit XRRig component is found in the scene
- Add: XRControllerMovement does now allow teleportation on the current rig ground plane (if no object is hit when trying to teleport)
- Fix: XRController ray rendering should respect rig scale if the ray doesnt hit any object in the scene
- Fix: rare issue in input calculating world position from screenspace input
- Change: Voip component
autoConnect
default changed to true
Links
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3.44.5
Needle Engine
- Add:
window[Needle].NeedleXRSession
- Change: WebARSessionRoot reticle without depth test for better use with depth sensing
- Change: VR default movement speed increased slightly from 1 to 1.5
- Change: VR default hit visualization adjusted to improve raycasting.
- Update gltf-progressive for improved updated with animated skinned meshes
Unity Integration
- Fix: Issue where gzip setting was falsely commenting out code and not detecting that we're using a vite plugin
Links
Download for Unity • Download for Blender • Documentation • API • Live Samples