Interaction Engine 1.0.1

Requires: Core Asset 4.2.1

What's New:

This is a hotfix release to address the following issues:

  • Added warnings for improperly configured controller input settings
  • Added warnings for improperly configured gravity settings
  • Added warnings for improperly configured physics timestep settings

Core Assets 4.2.0

What's New:

  • Cleaner and easier-to-upgrade file organization
  • The AttachmentHands script reproduces the functionality of the Attachments Module with a more intuitive Inspector interface and Hierarchy behavior. Add it to a GameObject beneath your VR object rig to get started.
  • MultiTypedList/MultiTypedReference allow you to serialize (but not draw) data that is of multiple different types.
  • Deprecate the AutoFind attribute.
  • Added SerializableHashSet to mirror SerializableDictionary.
  • Added ReadonlyHashSet, for when you just don’t want anybody messin’ around with your HashSets.

Requirements

  • Leap Motion Orion 3.X
  • Oculus Rift 0.8.0+
  • Unity 5.6+
  • Windows

Compatible Modules: 

  • Interaction Engine 1.0.0
  • Graphic Renderer 0.1.0
  • Hands Module 2.1.2
  • UI Input Module 1.2.1 (deprecated)
  • Detection Examples 1.0.4 (deprecated)
  • Attachments Module 1.0.5 (deprecated)

Graphic Renderer 0.1.0

Requires: Core Asset 4.2.0 or 4.2.1

What's New:

  • Efficiently render many meshes with a small number of draw calls.
  • Control per-object properties easily and efficiently.
  • Use curved spaces to bend and warp your objects.
  • Designed specifically for high mobile performance.

Interaction Engine 1.0.0

Requires: Core Asset 4.2.0

What's New:

  • Interact intuitively with physical objects in Unity, in VR
  • Easily create stable, physical, 3D user interfaces
  • Design interactive experiences around physical proximity to objects, grasping objects, or touching objects
  • Supports hands and VR controllers equally well

Hands Module 2.1.2

Requires: Core Asset 4.2.0 or 4.2.1

What's New:

  • This is a compatibility version update to work with the new Unity Core Assets 4.2.0 folder structure.

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.

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

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: 

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

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

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 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

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.