Viewing entries in
module

Hands Module 2.1.1

Requires: Core Asset 4.1.5

What's New:

  • Fixed initialization bug in PolyHand.cs 
  • LeapVRTemporalWarping (in Core Asset) has new functionality for the Sync Mode enum. Most scenes should be set to LOW_LATENCY while AR scenes using video passthrough should be set to SYNC_WITH_HANDS

UI Input Module 1.2.0

Requires: Core Asset 4.1.5

What's New:

  • Enhancement: Add Additional Comments and Documentation
  • Fix: Allow Hands to Interact with Canvases at more Oblique Angles
  • Fix: Adjust Drag Threshold Interpretation

Attachments Module 1.0.3

Requires: Core Asset 4.1.3

This release provides better transitions and an option to draw lines representing the hand for debugging and easier setup.

What's New:

  • Refactored Transition code.
  • Removed separation of In and Out transitions.
  • Transition now uses Animation curves with a domain of[-1,1]. The non-transitional point is 0.
  • Added OnAnimationStep event dispatcher so applications can perform their own animation logic in step with the transition.
  • Added options to AttachmentController to activate and deactivate attachments on enable/disable. This allows you to control how attached objects are handled when the hand enters and exits the scene.
  • Changed GrabPoint calculation of attachment hand.
  • Added Gizmo lines to attachment hand. Lines are only drawn when a RuntimeGizmoManager (from the core assets) is in the scene.
  • Added a Root transform setting to the Transition object, which defaults to the current game object's transform. This allows you to place the transition anywhere in the hierarchy.
  • Also removed the ActivateOnEnable setting from the AttachmentController. It was unnecessary and potentially confusing.
  • Added ITransition as base class of Transition, so that Transition classes can be replaced with a different implementation.
  • Added Transition prefab.
  • Fixed Chirality settings in ProzimityDemo scene.
  • Added GameObject with a RuntimeGizmoManager to ProximityDemo scene to support gizmo drawing.

UI Input Module 1.0.0

This module provides a simplified interface for physically interacting with World Space Canvases in Unity’s UI System. This makes it possible for users to reach out and “touch” UI elements to interact with them. The module also provides “CompressibleUI” scripts that enable Unity UI elements to pop-up and flatten in response to touch and prefabs which ease the creation of physically satisfying user interfaces.

Attachments Module 1.0.1

This module provides a special IHandModel that exposes several important transforms of the hands, like the palm, finger tips, and arm. This makes it easy to attach Unity game objects to a hand. The module also provides scripts for turning on and off attached game objects that are designed to work with detectors.

Attachments-1.0.1 fixes an unintended dependency on the DetectionExamples package.

Detection Examples 1.0.1

Initial release of the Detection Examples module.

Examples:

  • PinchMovement -- Use the PinchDetector to transform an object.
  • PinchDraw -- Use the PinchDetector to draw 3D lines.
  • FingerDetector -- Use the Extended Finger and FingerPointing detectors to trigger an action on a thumb's up pose and when pointing at another object.

Detectors build on the Pinch Utility module to provide a convenient way to detect what a user’s hand is doing. In addition to detecting pinches, you can now detect when the fingers of a hand are curled or extended, whether a finger or palm are pointing in a particular direction, and whether the hand or fingertip are close to one of a set of target objects. (A grab detector is coming soon.)

What is more, these detectors can be combined together using a Logic Gate. The Detector Logic Gate is itself a detector that logically combines two or more other detectors to determine its own state. Need a thumb’s up gesture? Combine a thumb extended detector with a thumb pointing upward detector using a logic gate.

Detectors dispatch standard Unity events when they activate or deactivate. This makes it easy to hook up objects and scripts to a detector straight from the Unity editor — without writing a line of code.

Each detector can draw gizmos that make it easy to see its configured conditions and whether it is currently active or inactive.

Detectors are designed to be small building blocks that you can put together into something interesting. This also has the benefit that it is easy to write your own detector scripts.

The Detector scripts, including the PinchDetector, are now part of the Core Assets package. The former Pinch Utility module has been retired and the example scenes moved to this Detection Examples package.

Pinch Module 1.0.1

  • PinchDetector components are now attached to their own gameObject's instead of attached to IHandHodel gameObjects. This is to address a Pinch Module specific judder issue.
  • Namespaces in Pinch Module scripts updated to match Core Asset Orion 4.0.2