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
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.
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.
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.
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.
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.
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.