Update log
Full ChilloutVR update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Fixes
- Events
- Store
- UI and audio
We have just released a Stable update to ChilloutVR that includes various fixes and improvements, including how you interact with objects, players, and mature content.
Main Changes:
Player Interaction without Input
Allow or restrict other players/props from initiating certain interactions without your input, such as attaching objects or teleporting. Worlds always bypass this setting.
Desktop Throwing
Props & Objects can now be thrown in Desktop by holding the ‘G’ key while held
Mature Content Visibility
Players with access to Mature Content within ChilloutVR via the DLC now have a global toggle available in both the game Settings menu (General), and Account Settings on the HUB.
Unity Upgrade
While not a major change, ChilloutVR is now using Unity 2021.3.45f1. This editor version may be used to upload content going forward.
Note: CCK related changes, and uploading via Unity 2021.3.45f1, will be available along with the release of CCK 3.13 following soon.
Changes:
Added 'normalizeBoneAttachment' option to CVRAttachment to allow for attachments to work across differing avatar rigs
This means that bone attachment with fixed offsets won't be affected by bone roll & local scale
Added 'OnPickupUseUp' and 'OnPickupUseDown' to CVRInteractable
This differs from 'OnInteractDown' and 'OnInteractUp' by only firing for the held hand holding the pickup
Added 'RectTransform.SetParent' and 'Transform.SetParent' to the unity event whitelist, limited to worlds. These are available via 'CVRInteractable' method call.
Added a mipmap streaming toggle on the experimental settings
Added a MoveMode dropdown to CVRPickupObject
This just exposes Velocity / Instant tracked pickups, with the potential for more to be added in the future
Added an additional Exception Handling for Bundle Verifier
Added a throwing multiplier & min speed threshold to CVRPickupObject
Added CollisionWithPlayer configuration to CVRPickupObject & CVRAttachment
DisableWhileHeld: The pickup will not collide with the player while held Collision is immediately returned on release
DisableWhileHeldAndColliding: Same as above, but the pickup will not instantly collide on release, but instead push the player out after half a second
DontDisable: The pickup will continue to collide while held
Added destroy children option to 'CVRInteractable.DeleteGameObject' action
Added error handling and display for incompatible worlds in the player activity menu.
Added filtering of "illegal layers" on world load
PlayerClone & UI Internal are now filtered
Added logs for when unity events get filtered out, while also stating the reason they were filtered
Added starting Steam (if not running) when using DeepLink to start the game
This fixes the issues of losing SteamVR custom bindings and mature DLC when starting the game from DeepLink URLs while steam is closed
Adjusted 'CVRAttachment' to call the Detached event when the attachment is broken
This can occur on an avatar switch, prop deletion, or any general case where the tracked transform is no longer able to be tracked
This also fixed CVRInteractables attached state being incorrect if another attachment was done prior to calling DeAttach
Adjusted Drop key in Desktop '(G)' to accumulate a throw timer while held
You can now hold G for up to 3 seconds to charge a throw
Adjusted first CVRInteractable.OnEnable call to occur after world load
Adjusted GravityZone rotation alignment handling to not force ZeroG controls during the transition between two override zones which have the same alignment mode
This fixes Zero G controls being active while transitioning through aligned override gravity zones
Adjusted how velocity is applied on release of a pickup
This should make throwing things feel just a bit nicer
This also fixes rotational velocity not applying to a pickup on release
Adjusted order that 'CVRAttachment' checks for attachable transforms:
Now is Snapping Points -> Trackers -> Avatar Bones (was in reverse order)
Ex: an attachment set to look
Source
