OSVR hacker dev kit to include motion control with embedded leap motion technology

The optional OSVR faceplate with Leap Motion will be the first input technology to be offered for the platform
SAN FRANCISCO – Leap Motion and OSVR today announced that the OSVR Hacker Dev Kit will have an optional faceplate with Leap Motion’s hardware and software embedded, making the HDK the first-to-market virtual reality headset with natural motion control technology integrated into the head mounted display. By merging the speed and accuracy of Leap Motion’s hand tracking with the growing OSVR ecosystem, users will be able to create and interact with a wide range of supported content.

“By letting the user connect directly with the VR environment, hand tracking allows virtual reality to be as natural and intuitive as interacting with the real world, giving the user a powerful sense of presence and immersion,” said Michael Buckwald, CEO and Co-founder of Leap Motion. “We’re pleased to partner with OSVR to bring our technology to the OSVR Hacker Dev Kit, helping developers enable the true potential of VR.”

3D Output Meets 3D Input

The OSVR faceplate with Leap Motion will include the embedded Leap Motion hardware and the OSVR motion plugin software. Integrating natural, controller-free motion tracking with a virtual reality headset marks an industry milestone. The OSVR partnership is the first in a future lineup of head mounted displays that will feature Leap Motion’s technology built in.

The importance of embedding motion control technology is twofold: developers can write code for a single platform that works across multiple hardware devices, and consumers get a consistently smooth experience. The integrated OSVR motion plugin enables support for multiple motion device types, in addition to Leap Motion.

Open and Extensible

Leap Motion developers will be able to easily extend their existing Leap Motion VR applications into the OSVR framework. New developers that want to incorporate fundamental 3D motion input can count on a standard set of functions, such as six-degrees of freedom inputs (move in X, rotate around Y), and write experiences that are device agnostic. Leading game engines such as Unity and Unreal will be supported.

Developers can also utilize the OSVR Imager Interface which provides access to the Leap Motion Image API. Developers can include video pass-through for other applications, opening up a wide range of possibilities for computer vision apps.

“OSVR brings game developers, gamers and hardware manufacturers together to solve challenges and make VR gaming a reality for the masses. The highly modular OSVR Hacker Dev Kit plays a crucial part in that equation, allowing any kind of technology to be easily added to the HDK.” said Christopher Mitchell, OSVR. “The Leap Motion faceplate is a great example of how immersive natural interactions in VR can be brought to developers and gamers alike.”

Product Availability

Developers worldwide can pre-order the HDK and the OSVR faceplate with Leap Motion through the OSVR web store in May; shipping will begin in June. Announced at CES 2015, OSVR is in the early stages of development. The OSVR platform supports a broad range of input devices, though Leap Motion will be the first motion-tracking technology to be integrated into the OSVR Hacker Dev Kit to provide hand tracking for a truly compelling and intuitive VR experience.

This opens up exciting possibilities for Leap Motion’s growing developer community, which includes over 160,000 developers in more than 186 countries. Following the 2014 launch of Leap Motion’s V2 tracking software, capable of tracking individual joints and accounting for finger occlusion, the company continues to release significant software updates bimonthly. Developers can visit developer.leapmotion.com to ensure they have the latest build.

About Leap Motion

Leap Motion™ is a software and hardware company developing the world’s most powerful 3D motion-sensing technology. The proprietary technology, invented by co-founder David Holz, can track the in-air movement of both hands and all 10 fingers with incredible accuracy and no visible latency. The platform supports PC and virtual reality-based experiences. David Holz and Michael Buckwald founded the company in 2010.

About OSVR

OSVR™ is an ecosystem designed from the ground up to set an open standard for Virtual Reality input devices, games and output with the sole goal of providing the best possible game experience in the Virtual Reality space. Supported by Industry Leaders and focused on gaming, the OSVR framework rallies gamers worldwide together to push the boundaries of VR-Gaming.

Press Contacts

Eva Babiak
Leap Motion
eva@leapmotion.com

Christopher Mitchell
OSVR
contact@osvr.com

For OSVR OEMs interested in embedding Leap Motion’s technology, please contact Ted Theocheung (Ted@leapmotion.com).

Improved Unity plugin (v92), new Unreal and Vuzix plugins

We wanted to briefly update you on several OSVR improvements: an improved Unity plugin, a new plugin for Unreal Engine and a new plugin for Vuzix HMDs.

Improved Unity plugin

Version 92 of the Unity plugin adds several new improvements:

  • Compatibility with Unity 5
  • Added distortion correction shader that uses parameters from the display JSON descriptor (discovered through the distortionizer tool)
  • Support for wide-field HMDs with partial binocular overlap such as the Sensics dSight and VRUnion Claire
  • Performance improvements
  • Added NEWS.md file to summarize recent changes

We also updated the whitepaper describing how to convert Oculus Unity projects to OSVR Unity projects. It can be found at http://osvr.github.io/

New Unreal Engine plugin

The Unreal Engine plugin is now public on Github. Please visit http://osvr.github.io/build-with/ or https://github.com/OSVR/OSVR-Unreal

New plugin for Vuzix HMDs

This new plugin supports Wrap1200 and iWear 720 HMDs. Find the source code here https://github.com/OSVR/OSVR-Vuzix or download the latest build here: http://osvr.github.io/using/

This plugin enables OSVR applications to run on Vuzix products. We are continuing to add support for additional vendors.

These latest updates also include contribution from the OSVR community. Interested in contributing? Start here: http://osvr.github.io/contributing/

Any questions or issues? email support@osvr.com

A brief overview of the OSVR software repositories

The OSVR team opened up most of the source code repositories to the public this weekend, and a few additional repositories will be opened in the coming days.  Many have asked us for a brief overview of the project.

The best place to start is osvr.github.io. If you haven’t read the ‘introduction to OSVR whitepaper‘ you might want to do so.

There are several github projects under the /osvr organization. They are as follows:

Key projects:

  • OSVR-Core : this is the heart of the project. The OSVR_server executable connects the game to the OSVR hardware and software components.

Utilities:

  • OSVR-Tracker-Viewer is a utility that graphically shows the position and orientation of the head and hand controllers. It is also an OSVR client, and thus an example on how to connect to and extract data from the server
  • Distortionizer: a utility to estimate distortion correction parameters for various HMDs and a shader to implement the parameters estimated by the Distortionizer. OSVR has JSON descriptor files for HMDs (and many other objects) and the distortion parameters are part of that JSON file

Game engine plugins:

  • OSVR-Unity includes a prefab component that can be imported into Unity.
  • OSVR-Unreal (to be released later this week) is an Unreal Engine plugin

Development tools:

  • OSVR-Boxstarter is a Boxstarter install that helps quickly set up a development environment on a Windows machine
  • OSVR-JSON-Editor is the source code for a tool (deployed version here) that helps create and edit the JSON descriptor files
  • OSVR-JSON-Schemas is a repository for such JSON files

Plugins:

  • OSVR-Oculus-Rift provides a plugin that allows using the position and orientation data of an Oculus device inside OSVR.
  • OSVR-Vuzix (to be released later this week) does the same for Vuzix headsets
Additional projects are coming. There is also a wiki page. Issues are currently tracked as part of the Github pages of the projects and we are looking to add an open-source project management tool.
OSVR (licensed under Apache 2.0 license) aims to create a multi-platform framework to detect, configure and operate a wide range of VR devices as well as to allow smart plugins that turn data into useful information. This is a big undertaking and there is a lot more work to be done to fulfill that vision, so we are looking for all the help we can get. We are super encouraged by the support and feedback we are getting from developers all over the world that believe in the open-source concept, and want to make their contributions towards moving VR forward.
Let us know what you think. What’s missing, what your priorities are and how we can get you involved. Welcome to OSVR.

OSVR now open to the pubilc on Github

The OSVR project is now open to the public. All key software projects are now available and a few minor ones will be added in the next couple of days.

The best place to start is http://osvr.github.io/

Please also make sure to visit the Wiki, support portal, development blog and other OSVR sites available from the top right menu in http://osvr.github.io/

We look forward to working with the OSVR community to make OSVR better with every passing day.

Welcome!

Ubisoft and Five More HMD Developers Join The OSVR Movement

UBISOFT AND FIVE MORE HMD DEVELOPERS JOIN THE OSVR MOVEMENT

Over 50 partners now support Open Source Virtual Reality initiative; new version of the Hacker Development Kit announced


 

SAN FRANCISCO (GDC 2015) – OSVR today announced new partners and an updated Hacker Development Kit (HDK) design for the Open Source Virtual Reality (OSVR) platform. Leading interactive entertainment company Ubisoft®, as well as five new HMD Manufacturers, including Vuzix and Technical Illusions, will be supporting the OSVR movement.

Moving forward, the OSVR software platform is available as an open-source via the OSVR website. This includes newly developed plugins like Unreal Engine 4, a distortionizer tool to provide support for the 11 currently supported brands of head-mounted displays, and an imager interface to allow for new technology modules like augmented reality, positional tracking or eye tracking.

The OSVR Hacker Development Kit v1.1 comes with an all-new full-HD OLED display for higher contrast and lower latency due to faster pixel-switching compared to the previous IPS panel, as well as improved mechanics and increased comfort. The HDK also includes a selection of faceplates with modules that can better enable augmented reality, natural interaction, positional tracking and more. Full designs and drawings for the HDK v1.1 are publically available for download from the OSVR website and will be available to ship from June 2015.

“Since our announcement at CES less than two months ago, OSVR has propelled into a program that some of the world’s leading companies are joining,” says Min-Liang Tan, CEO of Razer and founding member of OSVR. “It’s the combined efforts of the partners that drive the entire VR industry toward a consumer-ready device that’s more immersive, upgradeable, inclusive and affordable than ever before.”

Gael Seydoux, new business development director at Ubisoft says: “The Open Source Virtual Reality framework has the potential to push the boundaries of virtual reality gaming. Our teams at Ubisoft are known for pioneering game development using the latest technologies, so we’re looking forward to demonstrating what we can do by working with Razer and Sensics, building on the OSVR platform.”

Razer will showcase OSVR with supporting members of the platform at GDC in the South Hall, Booth 602. The demos will show a variety of games and input devices supported by OSVR, including developments from LeapMotion, NodLabs, Sixense, Untold Games and Tammeka Games.

“Through intensive collaboration with the OSVR ecosystem, we are rapidly adding capabilities to both the OSVR hardware and the OSVR software platforms,” says Yuval Boger, CEO of Sensics and founding member of OSVR. “With every passing day, we are coming closer to our goal of providing an open platform that makes it easy to create interactive, engaging content and games across a wide variety of devices and operating systems.”

New OSVR Supporters:
Aesthetic Interactive is a one-man software development company, specializing in projects that require a high degree of creativity, design, and user experience.

ARCortex provides technological guidance, proof of concept, and system architecture design for the augmented reality market and promotes the industry by developing and licensing core technology.

castAR provides a 3D, holographic experience to your table, wall or other objects. The device also allows users to move around naturally so they can work or play together while sharing a Mixed Reality experience that blends a virtual world into the real world.

GODHEAD VR is a hybrid software and electronics company based in the Silicon Valley that promotes is best known for its upcoming head-mounted display, “NEO,” designed to be the most modular and upgradable commercial HMD on the market.

Homido is a virtual reality headset for smartphones. Homido is committed to offering the best possible mobile VR experience to the masses.

Hydra Interactive Entertainment is a young indie development studio based in Madrid, Spain. Hydra is focusing on creating unique, innovative and high quality multi-platform titles.

Littlstar is an immersive platform and community for VR and mobile 360° content. Create, share, and interact with your friends in 360°, build VR and cardboard apps with our API, and connect with the world’s largest brands and top producers. The World Revolves Around You™

Mindfield Games Ltd. is an independent Finnish developer that focuses on virtual reality games. Their first title, Pollen is in production and will be released in 2015.

Seebright, Inc. has unveiled the Seebright Wave™ head-mounted display (HMD) system with a unique optical design supporting a new generation of augmented and virtual reality applications on iOS & Android smart-phones.

Seven Hills Games is an independent studio dedicated to creating new ways to play games, learn, tell stories, and visualize data.

Stompz is a wireless, wearable input controller that lets users run naturally and comfortably in virtual reality settings. Stompz enables 360 degree movement in VR while seated, standing or with fitness equipment for highly immersive, low-intensity, locomotion.

Ubisoft is a leading creator, publisher and distributor of interactive entertainment and services, with a rich portfolio of world-renowned brands, including Assassin’s Creed, Just Dance, Tom Clancy’s video game series, Rayman, Far Cry and Watch Dogs. The teams throughout Ubisoft’s worldwide network of studios and business offices are committed to delivering original and memorable gaming experiences across all popular platforms, including consoles, mobile phones, tablets and PCs.

Vuzix is a leading supplier of Video Eyewear and Smart Glasses products in the consumer, commercial and entertainment markets. The Company’s products include personal display and wearable computing devices that offer users a portable high quality viewing experience, provide solutions for mobility, wearable displays and virtual and augmented reality.

Updates to OSVR Platform:
The following upgrades have been made to the OSVR software platform that is currently in Alpha stage:

  • Unreal Engine 4 Plugin
  • Imager interface to allow video streams such as those from color cameras, IR cameras, and depth sensors to be allow functions such as positional tracking, eye tracking, SLAM, face recognition and augmented reality
  • Distortionizer tool that allows estimating the optical and chromatic distortion of HMDs and a shader that uses the measured parameters to correct such distortion
  • Performance improvements

As announced at CES, OSVR binaries are now also fully open-source and publically accessible at access.osvr.com.

Hacker Dev Kit updated to v1.1
The OSVR Hacker Developer Kit is designed to be open-source and affordable, without compromising on quality or functionality. As the HDK is still in development, Razer is making improvements to the design and adding modules for additional functionality.

Improvements:

  • 1080p OLED display with higher contrast and faster pixel-switching for lower latency
  • Improved optical mechanics for easier adjustment to individual preferences
  • Ergonomic facemask design for optimal comfort
  • Support for standard 1080p video:
    • Ability to use the HDK with a low-latency wireless video link
    • Ability to mirror the HDK video feed to external monitor
    • Ability to connect smartphones to the HDK* via a SlimPort or MHL standard adapter
    • Ability to convert standard video to side-by-side format in real-time

New Faceplate Modules:
The following modules have been designed for technology evaluation and can be downloaded from the OSVR Website to be 3D-Printed or modified for development needs.

  • IR-LED Faceplate Module – In conjunction with an infrared camera this module will enable positional tracking using pattern detection.
  • Dual-Camera Faceplate Module – With an integrated dual-camera system, this module will enable positional tracking and augmented reality applications.

To find out more and download the designs, go to www.osvr.com/hardware/

Price: $199.99

Availability: shipping by June 2015

About OSVR:
OSVR™ is a software platform designed to set an open standard for virtual reality input devices, games and output to provide the best possible VR game experience. Supported by industry leaders, the OSVR framework unites developers and gamers alike under a single platform.

For the full list of OSVR supporters and more information, go to www.osvr.com.

Like OSVR on FB: https://www.facebook.com/OpenSourceVR

Follow OSVR on Twitter: https://twitter.com/OpenSource_VR

 

Press Contacts:
OSVR
press@osvr.org

 

Distortionizer tool, Imager interface, Unity improvements

Several new capabilities of OSVR are now available to the OSVR ecosystem, including new features in the core, improved Unity plugin, distortion measurement/correction tools as well as additional new resources available to the community.

OSVR Core

A new release of OSVR core (version 0.1.652) has been deployed to access.osvr.com

The release adds several new features:
– Add display descriptor JSON files that describe display parameters such as field of view, resolution, side-by-side mode as well as distortion correction parameters. These files can be used by various applications – such as the Unity plugin – to adjust the rendering parameters to match the VR headset of choice. If you make HMDs, please take a look at the format of the JSON file and send us one for your device.
– Add automatic reconnect for OSVR HDK and Razer Hydra. This eliminates the need to restart the OSVR server if the HDK or Hydra were power cycled or otherwise disconnected from the PC. A more generic mechanism covering additional devices is coming soon.
– Allow controlling the sleep period in the main loop of the server, thus freeing up CPU resources. The osvr_server_config.json file now has a “sleep” parameter under “server”. This parameter, in milliseconds, specifies the sleep in the main loop. It can be 0 (maximum performance, maximum CPU load) or other values such as 1 (samples peripherals every 1 mSec, so 1000 times per second).

Imager Interface

This release also includes an alpha version of the new imager interface which allows routing and processing of video images inside OSVR. It is built on OpenCV, the popular open-source computer vision framework.

The imager interface includes PluginKit and ClientKit interfaces (both are designed for use with C++ though there is an underlying C API). An OpenCV camera capture plugin (with sample config file) and sample client application (displays image data from OSVR using OpenCV “highgui”) are included.

In its current incarnation, the imager interface has significant limitations with regards to image size, number of bits per channel and the efficiency of image transfer between the OSVR server and OSVR clients. These limitations will be addressed shortly. The imager interface includes a lot of infrastructure work which will be used in additional types of device interfaces.

OSVR Unity Plugin

The Unity plugin (version 59) has been improved significantly. It automatically sets the display parameters based on the display JSON files (see https://github.com/OSVR/OSVR-Unity/tree/master/OSVR-Unity/Assets/OSVRUnity/Displays for some examples)

We also created a new white paper showing how to transition Unity games to OSVR. Download it here

Distortionizer Tool

This tool provides a way to empirically determine geometric and color distortion parameters for an HMD as well as an example shader that uses these parameters to correct them. It is found in https://github.com/OSVR/distortionizer

A utility program allows interactively changing the distortion of red, green and blue using a simple cubic distortion function until the image appears best. It then stores these parameters in a JSON file and includes a demonstration program that uses them in a shader. Although the tool can be enhanced for more sophisticated functions, we believe it is useful in its present form.

What’s Next?

In the coming days, towards the close of GDC, we shall open the source code for public consumption. Until then, we are busy making some improvements and adjustments including documentation improvements, formally changing the software license to Apache 2.0. We are also working with many contributors to add plugins and other unique functionality to OSVR. Stay tuned!

Some Housekeeping

A few administrative notes:

– We will be at GDC, primarily at the Razer booth which is booth 602 in South Hall. We’ll have exciting demos from partners and will be available to discuss anything OSVR.
– The wiki pages at access.osvr.com have been updated to include several ‘getting started’ documents, so make sure to take a look from time to time.
– The Github repositories were migrated from the /sensics organization to the /osvr organization on Github
– The best email address for support is support@osvr.com

We look forward to your comments and feedback. Any questions or issues? email support@osvr.com

Thank you for being part of OSVR!

Open Source Virtual Reality Platform Gains Traction with 13 New Partners

OPEN SOURCE VIRTUAL REALITY PLATFORM GAINS TRACTION WITH 13 NEW PARTNERS

VR ecosystem is now supported by 38 members; Academia Support Program announced to support developers worldwide

CARLSBAD, Calif. – Razer™, a world leader in connected devices and software for gamers, and Sensics™, a leader in high-performance VR, today announced additional partners for the Open Source Virtual Reality (OSVR) ecosystem.

Since its award-winning announcement at CES 2015, OSVR has signed 13 new members, including Jaunt, a pioneering company in cinematic VR. Other companies are in talks with Razer and Sensics.

“The reception of OSVR exceeded even our own expectations and we’re working through numerous partner requests since CES,” says Min-Liang Tan, Razer co-founder and CEO. “Being able to bring together companies doing amazing work in all areas of virtual reality can accelerate consumer-ready devices and improve overall user experiences.”

OSVR aims to standardize the creation and enjoyment of content for virtual reality devices and software. Razer and Sensics will support the venture with the OSVR Hacker Dev Kit, a virtual reality device and open-source software that enables programming for any variety of VR technology.
New OSVR Supporters:
The 3DRudder is a feet-controlled 3D navigation and motion controller.  3DRudder enables users to move in VR games and worlds with their feet.

Cyberith is the creator of the Virtualizer, a locomotion device for VR that allows the user to move freely in virtual environments.

Impulsonic develops spatial audio solutions for VR and video games. Phonon, Impulsonic’s flagship product, allows the authoring of environmental audio effects like reverb, occlusion, and 3D positional audio by modeling the physics of sound.

Jaunt is the leading developer of professional full stack hardware and software solutions for capturing, editing and playing back deeply immersive, full stereoscopic, 360-degree cinematic VR.

Lucidscape is building a new 3D simulation engine to power a vast network of independent, interconnected virtual worlds.

Pixel Titans is a small team committed to making STRAFE® the most realistic shooter of 1996. By working with OSVR, Pixel Titans plans to bring a VR experience to the masses.

SoftKinetic® DepthSense® technology for VR enables natural hand interaction. The solution includes a depth-sensing 3D camera and hand-tracking middleware providing a full 3D hand mesh without the need of holding anything.

Sonic VR develops hardware and software solutions that can render full 3D object-based sound (around, above/below, with depth) for headphones. Sonic VR will offer development kits for audio peripheral solutions, along with integration support for OSVR.

Tactical Haptics is commercializing haptic game controllers to provide touch feedback that is more realistic than industry-standard rumble feedback — a critical element that is currently missing from VR.

Tammeka Games is developing Radial-G: Racing Revolved, an arcade sci-fi racer built for VR. Tammeka is launching the full version of Radial-G on Steam in May, in time for the OSVR HDK launch in June 2015.

VisiSonics is a leader in delivering perfectly positioned, spatialized 3D Audio for virtual and augmented reality in gaming and movies. VisiSonics’ RealSpace 3D Audio delivers more than 50% of the immersive experience in virtual reality today.

VR Bits is a creative content studio specializing in VR experiences. They are joining OSVR to bring knowledge in VR game design, help form best practices and provide engaging VR content.

Founded by the creators of DK1 upgrade kit, VR Union makes premium virtual reality hardware for the next-generation of VR businesses and professionals.

OSVR Academia Program:
As part of the ongoing efforts to push forward Virtual Reality, Razer also announces the OSVR Academia Program. The initiative will provide 10 free OSVR Hacker Development Kits and full access to the OSVR source code to each eligible university that has or intends to set up a full VR lab.

Applications to the OSVR Academia Program can be submitted via the “Join OSVR” tab at the top of the www.osvr.com webpage.


About OSVR:

OSVR™ is an ecosystem designed to set an open standard for virtual reality input devices, games and output to provide the best possible VR game experience. Supported by industry leaders, the OSVR framework unites developers and gamers alike under a single platform.

For the full list of OSVR supporters and more information, go to www.osvr.com.

Like OSVR on FB: https://www.facebook.com/OpenSourceVR

Follow OSVR on Twitter: https://twitter.com/OpenSource_VR

About Razer:
Razer™ is a world leader in connected devices and software for gamers.

Razer is transforming the way people play games, engage with other gamers and identify with the gamer lifestyle. Having won the coveted “Best of CES” award consecutively for five years, the company’s leadership in product innovation continues to create new categories for the gaming community that is estimated to have over 1 billion gamers worldwide.

Razer’s award-winning design and technology include an array of user interface and systems devices, voice-over IP for gamers and a cloud platform for customizing and enhancing gaming devices.

Founded in 2005, Razer is backed by Intel Capital, IDG-Accel and Heliconia Capital Management (Heliconia), a wholly owned subsidiary of Singapore investment company Temasek. For more information visit http://www.razerzone.com/about-razer.

 

About Sensics:
Founded in 2003, Sensics™ is a leader in professional-grade virtual reality goggles and other near-eye devices. Sensics products and technologies are deployed worldwide for a wide spectrum of training, medical, consumer and research applications.

Through building cutting-edge VR products for over a decade, Sensics has amassed expertise in everything VR: electro-optics, ergonomics, sensors, software and mechanical design. This expertise is found at the core of both the Sensics brand as well as selected partnerships.

For additional information, visit http://www.sensics.com

Press Contacts:

 United States
Kevin Scarpati
Kevin.Scarpati@razerzone.com

Alain Mazer, Global Director of Public Relations
Alain.Mazer@razerzone.com

Canada/Latin America
Stefanie Vallas
Stefanie.vallas@razerzone.com

Europe/Africa
Jan Horak
Jan.Horak@razerzone.com

Germany, Austria, Swiss
Andre Ruff
Andre.Ruff@razerzone.com

Asia Pacific
Jarieul Wong
Jarieul.Wong@razerzone.com

China
Chris Chen
Chris.Chen@razerzone.com

Razer – For Gamers. By Gamers.™

# # #

 

Improved Device Plugin Kit (v63)

A new release of OSVR core (build #63, corresponding to git commit e7e4fccbefe29792b6c6277d266a64f5df646767) has been deployed to access.osvr.com

This release makes it easier to build device plugins and includes new example programs on how to do so: one example for an analog interface (e.g. game controller) and one that combines analog, button and tracker interfaces. This is all covered under the ‘PluginKit’ area of the documentation and source code.

The release also includes numerous small improvements and bug fixes including:
– Sample analog plugin.
– Clean up samples.
– Basic setup methods for the three base interfaces.
– Improve documentation
– Add a constructor method prototype.
– Add generic deleter right to C++ interface of plugin context.
– Add prototypes for orientation reports.
– Generate and submit json in analog plugin
– Change self-contained plugin to be based on the AnalogSync example and include json.
– Doxygen groups for analog/button/tracker pluginkit.
– Update readme file.
– Change default config file to use the OSVR HDK head tracker, and rename some other configs.
– Check serial port state before opening YEI device, printing just a single readable error message.
– Move normalization logic into the serial port helper functions.

We look forward to your comments and feedback. Any questions or issues? email support@osvr.com

Thank you for being part of OSVR!

OSVR Core (v396) and Unity Plugin (v42) updates

New features:

Core:

Major:
Handle external VRPN servers specified in routing directives. This allows running the game on one machine and having some sensors on other machines
* Add OSVR HDK tracker to supported devices. This is detected automatically
* Add alternate config file for users who see x right y down when facing the screen in the sensor suite.
* Add OSVR_calibrate calibration app that provides a zero point for the tracker

Minor:
– Add sample config file for external VRPN server routing.
– Fix/elaborate docs on demo apps.
– Compile-time optional verbose output during USB HID enumeration.
– Add method to directly read the routes from within the server process.
– If server is running when a route is added, re-send routes after the addition. This allows the server to remain running after stopping/starting the application
– Add sample config file for HDK. Requires calibration

Unity:

In general, make sure you re-import the Unity plugin to take advantage of new features and bug fixes
– Add initial demo assets
– Add tooltip to clientkit components
– Add InterfaceCallback prefab
– Update readme in plugin directory
– Add info on using buttons/analogs.

Bug fixes:
Core:
– Avoid t5rying to connect to the same Hydra more than once
– Silence “can’t get to server” messages from vrpn remotes
– Update VRPN for additional HDK VID/PID pair.
– Improve performance of YEI tracker
– Reduce the number of executables we install directly into the bin dir.
– Make sure getting routes is safe threading-wise.
– Add a mutex to enable external call-controlled to succeed eventually if the loop is running
– Automatically handle COM ports of any number on Windows.
– Mark calibration-added transforms, and strip them when calibrating again.

Unity:
– Make sure we disconnect from the OSVR server when the game object is destroyed
– Make the demo assets ASCII
– Delete list of callbacks on stop.