unity, module

Interaction Engine 0.3.1

Requires: Core Asset 4.1.6

What's New:

  • External DLL dependencies have been simplified, and the Interaction Engine no longer requires an .ldat file.
  • Soft Contact logic has been re-implemented with less memory overhead (no calls to an external physics engine).
  • The grasp classifier has received significant reliability improvements.

unity, core_asset

Core Assets 4.1.6

What's New:

  • Hands can be given post-processes before they are rendered. 
  • Better support for 5.6 (we support 5.5 and above). 
  • Helpful Attributes like EditTimeOnly, MinValue, MaxValue added. 
  • Added a garbageless LINQ-like Query library. Import Leap.Unity.Query and call Query() on, e.g. a List or a HashSet
  • Static accessors for hands make getting hand data easier than ever. Import Leap.Unity and call Hands.Left or Hands.Right
  • Leap.Unity.Animation namespace added, featuring a simple Tween library

Requirements

  • Leap Motion Orion 3.X
  • Oculus Rift 0.8.0+
  • Unity 5.5+
  • Windows

Compatible Modules: 

unity, core_asset

Core Asset 4.1.5

What's New:

  • Enhancement: smoothed interpolation chooses optimal value automatically
  • Enhancement: Added SerializableDictionary to /DataStructures/
  • Enhancement: added MinHeap to /DataStructures/
  • Enhancement: attributes properties can be disabled by other properties
  • Fix: removed redundant pinch variables
  • Fix: improved multi-value attribute editing
  • Fix: removed "Either" from iHandModel's Chirality enum
  • Fix: compile error from RiggedHand and RiggedHandMobile
  • Upgraded LeapC - PR#437
  • Enhancement: improved AutoFind attribute
  • Fix: updated LeapCSharp.NET.3.5.dll to handle new device serial numbers
  • Fix: removed all foreach loops for performance
  • Fix: LeapVRTemporalWarping 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
  • Fix: In LeapServiceProvider, interpolation enabling/disabling is now hidden and on by default.

Requirements

  • Leap Motion Orion 3.X
  • Oculus Rift 0.8.0+
  • Unity 5.3+
  • Windows

Compatible Modules

  • Leap Motion Interaction Engine 0.2.03
  • Attachments Module 1.0.3
  • Detection Examples 1.0.2
  • UI Input 1.2.0

orion

Leap Motion Orion 3.2.0

What's New

  • Improved initialization speed
  • Improved stability of tracking some poses
  • Better tracking and initialization in desktop mode
  • Updated Unity Visualizer to fix a latency issue
  • Official LeapC documentation in the SDK package
  • Various changes to LeapC including:
    • Added LeapPixelToRectilinear()
    • Added LeapRectilinearToPixel()
    • Added invalid and unknown device types
    • Renamed eLeapDeviceType to eLeapPID
    • Added record to file and playback from file
    • Added 3x3 Matrix struct
    • Added quaternion to LEAP_PALM to represent orientation
    • Added LeapInterpolateFrameFromTime() function

core_asset, unity

Core Asset 4.1.4

What's New:

  • Handpool will no longer error if there is an empty model slot in the HandPool
  • Models spawned by with Handpool's CanDuplicate are now parented to a ModelsParent transform specified in the HandPool's inspector. If this is left empty, then spawned model's are not parented.
  • Minor modifications to support Interaction Engine
  • Refactored PinchDetector so that it has an abstract base class. This paves the way for future, similar detectors.
  • Added standard Color definitions for Detector gizmo drawing
  • Added Minimum and Maximum extended finger counts to ExtendedFingerDetector. This allows you to specify that at least a minimum and/or no more than a maximum number of fingers are extended.
  • Streamlined ExtendedFingerDetector code.
  • Changed FingerDirectionDetector to use the direction of the distal phalanges rather than the intermediate phalange.
  • Added Tag name setting to ProximityDetector that adds any objects with the specified tag to the target object list.
  • Added a Layer option to ProximityDetector, which uses the specified Layer for proximity checks rather than the target object list.
  • Runtime Gizmos!

Requirements

  • Leap Motion Orion 3.X
  • Oculus Rift 0.8.0+
  • Unity 5.3+
  • Windows

Compatible Modules

  • Leap Motion Interaction Engine 0.2.03
  • Attachments 1.0.3
  • Detection Examples 1.0.2
  • UI Input 1.1.0

module, unity

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.

core_asset, unity

Core Asset 4.1.3

  • Fix: Instantiating LMHeadMountedRig at runtime would break HandRepresentation building.
  • Fix: When a hand was removed from the scene, its model's were all returned to the HandPool. But there needed to be a check to see if there was another candidate hand active in the scene. Then, add the model to that hand instead of returning to HandPool.

orion

Leap Motion Orion 3.1.3

  • Significantly reduced the number of false hands appearing on background objects

  • Improved initialization in complex backgrounds and at longer distances

  • Addressed an issue where the hand can become detached at higher hand velocities

  • Addressed a rare service hang while idling for several hours

  • Addressed an issue with the VR Visualizer showing destop mode when using HMDs

  • Addressed a rare crash issue when restarting the service

  • Addressed a small memory leak after pausing/unpausing the service many times

unity, module

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.

module, unity

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.