Look at Me Release - November 7, 2018

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.

Style_my_avatar.png

  • 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.

keybaord.png

  • 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.
  • 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
  • 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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