1. Neos VR
  2. News
  3. 2020.5.7.192 - Radiant UI laser additions, tweaks, improvements, context menu

2020.5.7.192 - Radiant UI laser additions, tweaks, improvements, context menu

Lots more improvements to the laser and full integration with the context menu. Both laser and context menu now render through objects. Laser now has a cursor, with both smooth and immediate position visualization. Tools now properly utilize laser and interact more tightly. Various other additions, improvements and bugfixes as well, both to the laser and other things.

[h2]New Features:[/h2]
- Context Menu now always renders over objects together with the laser, making it easier to interact with, allowing to destroy/duplicate held items with large colliders or meshes that obscure it
- Added laser cursor visual and a direct "ghost" cursor, to provide better visual feedback
- Added "Overlay" and "Overlay Tint" parameters to UI materials (Unlit, Text & Circle Segment), which allow tinting the visual if it's behind another object
- Tools now use the new interactive laser to get their interaction target
-- This ties the new system better and also improves performance by reducing memory allocations and physics queries (old system was pretty inefficient)
-- Folowing tools were updated: Developer Tip, Material/Mesh Gun, Color Tip, Grabbable Setter Tip, Character Collider Setter Tip, Interactive Camera Object Exclude Tip, Mesh Visibility Toggle Tip, Object Slicer Tip, Rig Transfer Tip, Wiggler Tip
-- Let me know if I've missed any tools that don't behave properly

- Added support for setting vertex color to all 4 vertices on QuadMesh
- Added ability to configure deadzone for trigger using the Config.json next to Neos.exe (requested by @GONT_3)
-- Deadzone can be defined like this:
{
"inputs" : {
"triggerDeadZone" : 0.05
}
}


[h2]Tweaks:[/h2]
- Tools can now have mechanism to define their own interaction targets (by default any objects), preventing the laser from not targetting objects that they might interact with and sticking to the wrong ones
- When scaling object the second laser now sticks to the point on the object that it was grabbed at
- Tweaked parallel looper for physics engine to help prevent physics exceptions from potentially crashing whole Neos
- Added session name (256) and description (16384) length limits to improve security (based on feedback by @LeDrascol) as well as extra session info validation on the cloud
- Hyperlink component now also listens to IButton events, letting you place it directly on the same slot as a button component (e.g. in UIX) to open hyperlinks (implemented by @Coffee)
- Added more reference nulling when disposing of synchronization elements to help prevent potential memory leaks
- Upgraded to Unity 2019.3.12f1 (from 2019.3.11f1)
- Removed deprecated ImporterTip
- Removed deprecated ObjectRenderTip

[h2]Bugfixes:[/h2]
- Fixed new interaction laser activating and snapping to objects marked as physical grab only (reported by @Hayden (PolyLogiX - ZyroDesign))
- Transitioning from laser grab to physical will now supress released events, fixing cases where the object would try to snap to snappers, grabbable receiver surfaces and so on and get displaced (discovered by @RueShejn, reported by @Shifty)
- Reimplemented support for raycast portals with the new laser system, fixing the world browser in the hub not being interactable (reported by @pek)
- Fixed not being able to drop assets/references to inspector and other UI's when they're held with the laser (reported by @Shifty)
- Reimplemented item shelf placement behavior to behave as the old one (based on feedback by @Anomalous, @ProbablePrime and @Shifty)