Welcome to the "Look At Me" Release for Sansar!
This update not only adds first person avatars for VR users, but a whole new UI, revised controls, custom emotes, and script raycasting.
First person avatars in VR
- First-Person Avatars are now available in Sansar!
- See your full-body avatar while in VR, wave your hands in front of your face, it’s all there.
- Works with all custom avatars.
- To accommodate handless or tentacled avatars, you will get blue hands while accessing menus.
New Emotes
- We’re adding two new dances, /dance5 and /dance6.
- In addition to that, you can type /dance in chat to pick a dance at random.
- The current "/dance" emote is now "/dance1"
- Full list of of emotes can be found here.
Upload your own emotes
- Users can now upload and sell their own emotes on the Sansar Store.
- Custom emotes are assigned to an existing emote by the user.
- For example, a custom emote could replace "/wave", "/point" or "/dance2".
- Please Note: Emotes affect the upper body or the full body. So if a full body dance were used to replace "/wave", it would only play the top half of that emote.
- Custom Emotes can be set on a per avatar basis in the Lookbook allowing for even your "/wave" and "/lol" to match your outfit!
- Documentation on uploading custom emotes can be found here.
Texture streaming infrastructure
- This will greatly improve the time it takes to get into Sansar experiences.
- High resolution textures will be “streamed” while the user is in the scene, to save on waiting on loading screens. This means some high-res assets may appear blurry at first, but they will then become crisp and clear as the high-res textures are loaded in-scene.
- This is not the same as loading objects, or constant real-time rendering. This will only apply to textures for a brief period of time after loading into an experience.
Whole new look to the UI
- The Sansar UI in desktop mode and in VR has a new look!
- Many sections of the original UI are now categorised into easy to identify headers.
- In VR, the controls for accessing the app menu remain the same, but the menu now appears at your left wrist.
- VR keyboard
- Join in with with the text conversation in Chat, and make use of “/” commands from VR.
- Grab the Keyboard and move it to a position that is comfortable to you.
- Includes "Cut", "Copy" and "Paste" hotkeys.
- Chat, People tool and Social Improvements!
- Typing Indicator - There is a new indicator that appears above the head when a they are typing in nearby chat. This is compatible with the voice indicator.
- The typing indicator doesn’t represent that a message was sent and does not show when typing Direct Messages.
- Copy & Paste into Chat now supported in desktop and in VR
- Added the ability to add a friend from the Chat app
- The People app is now avaialble in VR
- Sort friends by online status
- Better feedback when you Add a Friend and clearer confirmation when a new friend accepts!
- Revamped notification system
- Troubleshooting microphones
- In settings you can now listen to you own microphone to see if sound is coming through, as well as hear feedback on how you sound to others.
Revised Controls
- Desktop Controls
- Hold Left Shift to Sprint (was double tap WASD).
- Configure in Settings to choose between “Hold Left Shift” or “Toggle Left Shift“ for Sprint.
- Hold SPACEBAR to bring up teleport GUI, and release to teleport to target location (was Hold Shift).
- Middle Mouse Wheel button is still assigned to quick teleport.
- Press F1 to bring up the new help & reporting window.
- Hold Left Shift to Sprint (was double tap WASD).
- Oculus Touch Controls (VR)
- Teleport moved to the A and X buttons (was Left and Right Trigger)
- Pressing Y will still open the VR menu, but it now appears on your left wrist.
- "Toggle Sprint" is now an option in settings.
- Vive Controllers (VR)
- "Toggle Sprint" is now an option in settings.
- Camera Controls
- Hold "Left Shift + WASD" to temporarily increase camera movement speed while held.
- Hold "Left Ctrl + WASD" to temporarily decrease camera movement speed while held.
- Tap “+” to increase camera movement speed. (In addition to Numpad +)
- Tap “-” to decrease camera movement speed. (In addition to Numpad -)
- Edit Mode Controls
- Press Backspace to delete an object (in addition to Delete)
- Improved 3rd person camera
- Over-the-shoulder camera now has object avoidance. The camera will not go through walls in desktop or in VR.
- Scrolling the mousewheel in desktop mode will allow the user to zoom in/out, even to the point of going into first person and back out to third peson again.
New shaders for materials editing
- Subsurface shader
- Subsurface shader ensures that a surface behaves more like skin (in terms of light reflection and scatter)
- This is applicable only for uploaded custom avatars
- Does not apply to current avatars
- Emissive Shader
- Includes only an emissive map. Useful for objects that are only a light source and do not need any other maps, such as a neon sign.
New Script APIs
- New Simple Script
- SimpleGrabRelease: Send simple events when the object is picked up or dropped.
- Script raycast now available
- A "ray cast" allows a script to ask the physics system for anything that is in a specific direction, from a specific point.
- Useful for:
- Determining who or what got hit by a projectile or where the projectile goes.
- Tracking a user's actions
- Letting users interact with things that are further away than they can reach
- Useful for:
- A "ray cast" allows a script to ask the physics system for anything that is in a specific direction, from a specific point.
- CastRay API
- CsScene.CastRay projects a line segment between two points and returns all physics objects that intersect.
- CsScene.CastSphere and CastBox cast an axis-aligned shape between two points and returns all physics objects that intersect.
- AgentPrivate.Client.TeleportToUri(string uri): Teleports to a scene URI.
- RigidBodyComponent.GetInverseInertia/SetInverseInertia(Vector)
- This API allows script to control the inertia of the object on different axes. For example an object can be set to only spin around the z-axis by giving it a vector with zero’s in the x and y components.
- All Script API details can be found here.
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