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Auto Have V3.3.0
Improvements:
- Held Inventory Place Point Example
- Added [Shape Type] value, which allows you to toggle the shape of a place point between a sphere and a box
- Added [Resize on Place] option to place points, when enabled placed objects will automatically scale and center to fit the place point. (Only supports instant grabbing)
- Added [Grabbable Point] toggle to place points, if enabled the place point will directly become a grabbable reference using its radius
- Added [Match Position] and [Match Rotation] toggles to the place point, if disabled the place object will take whatever position/rotation it was in during placement instead of matching the place point position/rotation
- Added Place Point Animation script which allows for a number of simple configurations for making simple smooth animations
- Added Place Point Sound Effects script which takes an audio source and a clip for Highlight, Unhighlight, Place, Remove sounds
- Better support for grabbables with place points attached
- Grabbables will now check for childed place point on start and prevent themselves from being placed in their own points
- Added support for recursive place point placement (Held inventories can be safely placed into other inventories and place points)
- Added IGrabbableEvents interface, that can be added to components and allows for custom functionality with highlighting and grabbing events from the hands. Used by the place point to support the grabbable point option
Bug fixes:
- FIXED LINKS TO OLD DOCUMENTATION ON ASSET STORE - IF YOU ARE USING THE NOTION DOCUMENTATION PLEASE SWITCH TO LATEST GITBOOK https://earnest-robot.gitbook.io/auto-hand-docs/
- Made some adjustments to the hand movement system to help improve the consistency of the physic interactions between different physics timesteps
- Fixed bug with weightless grabbable option not working when the grabbable is a child of a rigidbody instead of on the same object
- Fixed bug where the hand would jump when holding the hand on a surface and moving the player
- Fixed bug with OVR Demo where a script is spamming an missing reference error
- Fixed bug where hand tracking would disable controllers when only one hand is detected as tracking
- Fixed bug where hand tracking won't work properly when loading in with hands before loading with controllers
- Moved a logo that was causing inconsistent build errors for some people into an editor folder
- Added LateUpdateHandPose toggle on AutoVRIK as a potential fix for animation controllers overriding the hand poses when trying to animate full body poses
- Made some private values and functions in AutoHandPlayer + PlacePoints protected or public
- Added support for grabbing grabbables using trigger colliders
- Removed the requirecomponent rigidbody requirement on a few addon scripts (throw events, sticky, magnetic) to allow them to be compatible with held place points
V3.2.5
Bug Fixes
- Fixed bug with demo scene not working properly
- Removed deprecated code warnings for Unity 2023 versions
- Disabled Automatic Controller Offsetter by default, new controller offsetter coming soon
V3.2.4
Improvements
- Improvements to grab behavior smoothness
- Added getters to the stabbables for list of current stabbers and count of current stabbers
- Added getters to the stabber for list of current stabbers and current stab joints
Bug Fixes
- Removed Script causing errors in OpenXR subpackage
- Fixed bug with placepoints not resetting parenting properly on Remove()
- Fixed parenting bug with stabbables [Stabbables can now stab multiple objects while maintaining proper parent/child logic regardless of how stabbers/stabbables are grabbed/released while maintaining proper stab connection]
- Fixed logic with JointedGrabbables in general
- Grabbables can now safely be jointed to each other in both directions at the same time
- When Removing joints in code grabbables will automatically reset parenting under correct conditions
- Fixed issue with GrabbablePoseAnimation not showing custom value with enum setting
- Fixed bug where the demoplayercatcher script makes the player slighter taller when activated
V3.2.3
Improvements
- Exposed values for movement based grab speed function under Hands “Advanced” section
- Added values to grabbables for minHeldDrag and minHeldAngleDrag, this helps reduce the unrealistic wobble that occurs with some held objects
- Created global toggle for controller XROffsetter
Bug Fixes
- Reduced place point passive cost by removing extra check unless placed object moves
- Improved grabbable ignoreweight option functionality
- Fixed bug with GrabbableHeldJoint not working properly under some setups
- Fixed bug with minGrabTime not working properly and causing unintended instant grabs
- Fixed bug with movement based grab speed not working as expected
- Fixed bug with procedural pose grab animation not working properly when grabbing an object with an AnimatedPose
- Fixed bug with XROffsetter not working under specific setups
- Fixed error warnings from kinematic objects that would sometimes occur when grabbing
- Fixed order of operation error with IgnoreHandPlayerCollision script
- Fixed UI pointers being set active at global zero on start
V3.2.2
New Feature
- Added auto generated hand template for fullbody rigs that dont include local renderers when creating a hand copy for hand poses
Bug Fixes
- Fixed jitter with hands when walking through trigger areas with player movment
- Fixed automatic physics layer setup will not working properly under edge case conditions
- Fixed UI Pointer doesn't default to being disabled on start
- Fixed conditional syntax error with AutoHandPlayer.IsHolding()
- Fixed flickering that sometimes occurs with full-body when snap rotating
- Fixed flickering that sometimes occurs with full-body when teleporting
V3.2.1
Bug Fixes
- Fixed bug with player drifting while using zero-gravity
- Fixed bug with force grab not working sometimes
- Fixed bug with handoffsets not working as expected
- Fixed bug with the players collider not following tracking space movement properly
- Fixed bug with Place Point "Destroy On Place" not working as expected
- Fixed bug with Force Grab not working with grab poses when called immediately after an instantiate
- Fixed bug with grab collider list not being generated properly
- Fixed bug causing hands to flicker when using grab poses under certain conditions
V3.2
New Features
- Added Gun with Reloadable Magazine and Slide example
- Added Grabbable Pose Animation
- Added Grabbable Dispenser Point
- Added "Held No Friction" toggle on grabbable
- Added Grabbable Held Joint
- Added Documentation for all new features on gitbook docs
General Improvements
- Hands no longer use cone of raycast now one raycast for each overlapping collider
- Player no longer uses rayscasts but instead uses a single spherecast for grounding
- Ignore collision after release now stays active until hand is removed from inside all grabbable colliders to strongly prevent clipping
- Improved stability of two handed holding especially when pulling hands far apart while holding
- Grabbables no longer have a local update function, instead they use a heldupdate function which is called through the hand while being held
- Improved TryGrab function to remove failure edge cases. Also included alternatively named ForceGrab() function to make it easier to find
- Lowered recommended Solver rates
- Interpolation system replaced with dynamic timestep, which removes the need for a few sweep tests
- Increased Stability of Joints
Bug Fixes
- Fixed "editorSelected" variable error warning
- Fixed bug with (saved grab pose + grabbable to hand) not working cleanly
- Fixed bug with placepoint tag setting not working properly
- Fixed bug causing grenades to crash the demo scene
- Fixed bug setting child layers to parent grabbable layers on grab
- Fixed bug causing grab return to happen too quickly
- Fixed bug causing parent on grab to not work properly when using nested grabbables
- Fixed logic around multiple grabbables under one body with place points
- Fixed bug with platforming failing on the edge of a large rotating object
- Fixed bug with platform rotation not being perfectly smooth
- Auto Hand no longer resets recommended setting on every start, only when the apply button is pressed
- Fixed bug with hand sway not working smoothly under some settings
- Other bug fixes
V3.1.3
Bug Fixes
- Haptics now supported on OpenXR
- Fixed player sometimes flickering and getting thrown
- Fixed hand projection/highlight not working in the demo scene
- Fixed place point not accounting for pivot properly
- Fixed hand sway not working on proper axis
- Fixed place points not allowing grab after place with rigidbody deactivation
- Fixed objects held by two hands sometimes jitter while moving
- Fixed player tilting over when stepping on dynamic objects
- Fixed NaN error
V3.1.2
Bug Fixes
- Fixed broken prefab link in the Oculus Integration Hand Tracking package
- Fixed bug with rotationg platforms
- Fixed hand offsets for OpenXR demo
V3.1.1
Bug Fixes
- Fixed broken prefab links in the Oculus Integration package
- Fixed broken/outdated documenation link
V3.1
New Features
- Improved documentation and moved it to a better website
- Added Magnetic Force Components and (New Demo)
- Added stepping options to the slider and lever gadgets (New Demo)
- Improvements to place points (New Demo)
- "Destroy Object on Place"
- "Disable Rigidbody on Place"
- "Disable Grab on Place"
- "Disable Place Point on Place"
- Added compare by tag option on Place Points
- Added additional parameters to the place point unity events (will NOT affect backward compatibility)
- Made the process for setting up VRIK + Auto Hand simpler
- Added "IgnoreHandPlayerCollision" component
- Added force release function to sticky and stickables
- Added platforming layermask to AutoHandPlayer
- Improved UI pointer with new events and values
Bug Fixes
- Fixed issues with place points not working properly under some setup conditions
- Fixed bugs with jumping
- Fixed issue with the player "tilting over" from stepping on dynamic objects
- Fixed bug with hands or held object sometimes flickering during snap turning
- Fixed performance bug when leaning head over surfaces
- Fixed issues with smooth turning and snap turning not working properly for some setups
- Fixed issue with highlight projection being incorrect based on local player body rotation
- Fixed bug where climbing would sometimes fling you (also recommend using gentle grab on climbable grabbables)
- UI System will now automatically disable other UI event systems in the scene the will prevent it from running
3.0: MAKE SURE TO DOWNLOAD AND TRY THE LATEST DEMO SCENE
- Hand Projection System
- Includes highlight projection option, which can be used to project the grab pose of the hand onto the grabbable while highlighting
- Include grab transition option which will project from the current hand pose to the highlight grab pose using an input axis
- Hand Quality Improvmenets
- Auto posing algorithm has been improved, average pose quality is higher, greatly reduced chances weird poses
- Poses transitions (generated using the hands grabTimes on grab) have been visually improved
- Hand movement interpolation improvements will show an increased smoothness in the hands when the framerate is higher than the fixed update
- Player Controller Improvements
- Automatic Height smoothing
- Hands no longer clip into colliders when moving too fast
- External forces can now be applied to the Auto Hand Player via AddForce
- Climbing can now throw the player in any direction
- Stabbable Climbing now possible with included stabbers and climbable component
- Platforming is now done automatically
- Added demonstration for FinalIK support
- Added cabinets and drawers examples
- Added grenades with pullable pin examples
- Grabbables now have a "gentle grab" option that will make the hand return to the follow position based on the follow's movement
- Distance Grabbables now how a Grabbable to Hand option
- Throwing algorithm changed, should see improvements
- Improved sound settings in the demo
Bug Fixes:
- Hands clipping while body moving majorly reduced
- Fixed issue where sometimes drop held item while teleporting
- Fixed bug related to passing an object between hands and losing collision
- Fixed minor flickering that was happening when snap turning while holding a grabbable
- Fixed bug where player-body throwing only works on Y-axis
2.1:
- Major perfomance optimizations to highlighting and posing functions
- Major quality improvements with dynamic physics interactions
- Smoothness improvements to AutoHandPlayer
- Improved place points
- Popular scripts have new cleaner interface
- Setup wizard improved
- Hand/Grabbable scripts internally rewritten to be easily readable/usable
- Hand now includes GrabType setting that will allow for "Grabbable To Hand" lerp grabbing option
- New Easy Haptics
- Grabbables have new PlayHapticVibration function
- Hands have new PlayHapticVibration function
- Grabbables now have custom configurable grab joint option
- Added "WristLookEvent" script to enable wrist object when it is looking at the camera
- Added "invert" toggle on AdvancedGrabPoses to allow for poses on both up/downs of an object
Bug Fixes:
- Fixed bug that prevented the Auto Hand Player from being scalable
- Platforms will no longer increase player height when moving up
- Saving buttons backward on finger scripts
- Fixed Bug preventing collision with grabbable after hand swapping
- Place points should no longer be inconsistent when accepting objects
2.0:
Major:
- New Auto Hand Rigidbody Player Controller
- Climbing
- Platforms
- Flying
- Body Pushing
- Advanced Grab Poses allow for poses around object length and or radius
- Distance Grabbing and Gravity Pulling
- Stabbables and Stabbers
- Stickys and Stickables
- Hand Touch Event handler
- Hand Trigger Area Event Handler
- Throwing Improvements
- Weightless toggle added to Grabbables
- Door with handle example
Minor:
- Multiple Grab poses now possible on one grabbable collider
- Multiple Hands can use grab poses with pose index
- Added weightless option to grabbabels
- Improved Teleporter by adding new Events
- Improved Smasher and Smashables by adding new Events
Bug Fixes:
- Hand less likely to stick into objects finger first
- Setup Window wont always popup
- Highlight layer can be set to none
- Flickering on Grab
- Instant Grab wont suddenly release
- Objects still during grab
- Hand sometimes far away on grab
- Pose Area and Grabbable Poses no longer conflict
- Maintain Grab Offset option on grabbables more precise
- Distance grabbing math corrected
- Grab hand frame flickering eliminated
1.5:
Major:
- Setup Wizard (No more setting overrides)
- Hand Tracking Examples
- Vive Index Support
- Quest Hand Tracking Support
- General improvements to hand quality and stability
- Velocity Based Sounds
- Sound Examples
Minor:
- Advanced layer options
- Grabbable Layermask added
- Highlight Layermask added
- Improved throw quality
- Easier to adjust hands to the ideal position/rotation
- Grab time added with animation curve
- Grab return time value added
- Added Hand Public Events Script to access hand events without code
Bug Fixes:
- Objects no longer freezes when being grabbed by multiple hands during the same frame
- Objects will no longer be thrown when rapidly grabbing and releasing between two hands
- Hands are positioned and scaled better for most devices
- Tiny jitters when the hand is still no longer occur
- Removed yellow warnings
1.4:
FOR UPDATING FROM V1.3 --- Please redownload the input package and try the new demo scene
Major:
- Brand new demo to show all the new major features
- Added new gadgets and improved old gadgets:
- Steering Wheel
- Joystick
- Slider
- Dial
- Door with knob and lock
- Added Finger Bending Gestures
- Added Custom Hand Pose Areas
- Added Custom Hand Pose Driver
- Added Snap option to Grabbable Place Point
- Added Grab Time added to Hand for smoother non-instant grabbing option
- Added Instant Grab option added to Grabbables
- Added Maintain Grab Offset toggle added to Grabbables
- Hand Prefabs updated to have much snappier follow settings
Minor:
- Hands made more stable with static colliders
- Hand movement smoothness improvements through drag (recommend turning physics timestep to match device Hz/maxFPS)
- Fixed a jitter that would sometimes occur with the look assist
- Improvements to SteamVRHandControllerLink
Technical Changes:
- Removed Legacy Input Package
- Removed Custom Input Package (instead suggested use XR for examples to build custom setup)
- Fixed issue with jittering related to non-default render pipeline
- Gadgets now all have the prefix PhysicsGadget
- Changed various buttons and gadgets scripts
- Renamed PoseData to HandPoseData
- Added additional programmer events in Hand.cs, Grabbable.cs, and PlacePoint.cs
1.3:
- 2020 XR Demo package
- Grab Points to Easily Force Auto Grabbing at Predetermined Points (Examples in Demo Scene)
- Place Points to Easily Allow Placement of Grabbables at Predetermined Points (Examples in Demo Scene)
- New Robot Hand Model
- Hands Rotation Offset Value Replaced With Root Offsetting (See FAQ.)
- ParentOnGrab Value to Grabbables to Allow for Smooth Locomotion While Holding
- Significantly Reduced Likelyhood of Weird Auto Grabs
- Significantly Reduced General Jittering
- Hands with "Hand" Physics Material Will Interact More Smoothly with Static Surfaces
- Bug Fixes and Errors Solved
- Added "Editor Auto Grab" toggle to hand for use of continous auto grabbing feature in editor (great for setting static poses)
- Added function for easy saving and loading of a generated pose at runtime SEE: hand.GetGrabPose()/hand.SetGrabPose()
- Grabbable objects now have a lock grab option to freeze the hand in place
- Bug fixes related to multiple grabbables connected to the same rigidbody not working
- Bug fixes to static pose
- Fixed version control issue related to dependencies
- Implemented SteamVR 2020 Input Demo Support
1.2:
- Added Static Poses With Examples: Gun, Hammer, Cube Pinch
- Added Grab Lock
- Public Offset Values Added to Hand
- Added Teleport Example
- Demo Package for Vive SteamVR Support
- Demo Package for Oculus Integration Support
- Demo Package for Legacy Unity Input System Support
- Added Cartoon Hand Example
- Updated Documentation
- Bug Fixes
1.1:
- Completely removed instabilities/jittering for holding against static colliders
- Added editor support for hand and finger script
- Bug fixes
- Scene tweaks
- Updated Documentation with FAQ
1.0:
- Package released

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Jacob Wright; AKA: Earnest Robot - Lead Developer/Programmer
Shelby Juno - Programming / Scene Development assistance / QA
Brian Hillegeist - Modeling assistance / QA
William Kirk - Provided draft code for distance gravity grabbing and flick pulling
Reddit user KenNL - https://www.reddit.com/user/KenNL/ for all of his public domain models that were used
Alberto Lubiano - https://alberto-luviano.itch.io/lowpoly-classroom-pack for the lowpoly classroom models
Github user Naojitaniguchi - https://gist.github.com/naojitaniguchi for doubled sided shader used on robot hand
Key - https://sketchfab.com/3d-models/key-3ebf41c7d1a54acfa901b6ba34ff7be4
Unit Blocks - https://sketchfab.com/3d-models/unit-block-f87169ef0eb64b688eb6d60435d2d3f3
Basket Ball Hoop - https://sketchfab.com/3d-models/basketball-hoop-d3fc2490cbe54e37b6d5b159704c787f
Basket Ball - https://sketchfab.com/3d-models/basketball-2343abdae7674f46ad85071858db93c6

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DOCUMENTATION IS NOW ONLINE!
READ ME
JOIN THE DISCORD

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This asset follows the standard Unity Asset Store License
https://unity3d.com/legal/as_terms
Most importantly:
This asset shall not be entitled to distribute or transfer in any way
other than as integrated components of electronic applications and
digital media or in supporting physical marketing materials.
I.E.
Do not redistribute this unbuilt code

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