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## [1.3.0] - 2021-10-20 ### Added * Added API `OpenXRInput.SendHapticImpulse` * Added API `OpenXRInput.StopHaptics` * Added API `OpenXRInput.TryGetInputSourceName` * Added event `OpenXRRuntime.wantsToRestart` * Added event `OpenXRRuntime.wantsToQuit` * Added support for `XR_OCULUS_audio_device_guid ` extension. * Added `Haptic` control to OpenXR Controller Profile layouts that can be bound to an action and used to trigger haptics using the new `OpenXRInput.SendHapticImpulse` API. ### Fixed * Fixed ARM32 crash when OpenXR API layers were present * [ISSUE-1355859](https://issuetracker.unity3d.com/issues/xr-uwp-any-openxr-layer-will-crash-unityopenxr-dot-dll-on-hololens2-when-compiling-with-arm32) * Fixed issue that would cause console errors if `OpenXRFeature.enable` was changed while the OpenXR Projects Settings windows was open. * Fixed potential Android crash when shutting down. * Fixed potential crash with `XR_MSFT_SECONDARY_VIEW_CONFIGURATION_EXTENSION_NAME` * Fixed issue with alpha channel on Projection layer causing visual artifacts. * [ISSUE-1338699](https://issuetracker.unity3d.com/issues/xr-openxr-a-black-background-is-rendered-in-hmd-when-using-solid-color-camera-clear-flags) * [ISSUE-1349271](https://issuetracker.unity3d.com/issues/xr-sdk-openxr-post-processing-postexposure-effect-has-visual-artifacts) * [ISSUE-1346455](https://issuetracker.unity3d.com/issues/xr-sdk-openxr-right-eye-contains-artifacts-when-taa-anti-aliasing-is-used-with-multi-pass-rendering-mode) * [ISSUE-1336968](https://issuetracker.unity3d.com/issues/xr-openxr-oculus-post-processing-view-in-hmd-is-darker-and-sometimes-flickers-when-changing-depth-of-field-focus-distance) * [ISSUE-1338696](https://issuetracker.unity3d.com/issues/xr-sdk-openxr-black-edges-are-rendered-on-the-game-objects-when-fxaa-anti-aliasing-is-used) * Fixed bug that caused Vulkan support on Oculus to stop working. * Fixed missing usages on `HoloLensHand` layout. * Fixed vulkan shared depth buffer on versions `2021.2.0b15` and `2022.1.0a8` or higher. ### Updated * Improved `OpenXRFeatureSetManager.SetFeaturesFromEnabledFeatureSets` so that no internal methods are required after calling this. * Updated `Controller` sample to improve the visuals and use the new APIs
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@@ -208,6 +208,10 @@ If you use OpenXR input with controllers or interactions such as eye gaze, Unity | |
|Eye Gaze Interaction|`<EyeGaze>`|[EyeGazeInteraction](./features/eyegazeinteraction.md)| | ||
|Microsoft Hand Interaction|`<HololensHand>`|[MicrosoftHandInteraction](./features/microsofthandinteraction.md)| | ||
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## Haptics | ||
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OpenXR Controllers that support haptics contain a Haptic control that you can bind to an action in the [Unity Input System](https://docs.unity3d.com/Packages/com.unity.inputsystem@latest). Set the action type to Haptic when binding an InputAction to a haptic. To send a haptic impulse, call the [OpenXRInput.SendHapticImpulse](xref:UnityEngine.XR.OpenXR.Input.OpenXRInput.SendHapticImpulse*) method and specify the InputAction that you bound to the Haptic control. You can cancel the haptic impulse by calling the [OpenXRInput.StopHaptics](UnityEngine.XR.OpenXR.Input.OpenXRInput.StopHaptics*) method. | ||
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## Debugging | ||
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For more information on debugging OpenXR input, see the [Input System Debugging](https://docs.unity3d.com/Packages/[email protected]/manual/Debugging.html) documentation. | ||
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