core_asset, unity, module

Unity Modules 4.7.0

Changelog

This is the 2018.4 Compatibility Release.

  • Updates the LeapC.dll's
  • Adds Support for new "ScreenTop" Tracking Mode; Compatible with 4.9+ Services
  • Consolidates editor scripts and adds an .asmdef to remove the errors/warnings related to SpatialTracking
  • Adds backwards compatibility back to 2017.4
  • Adds a convenience function for the Projected Hand Ray Direction
  • Optimizes the rendering performance of Capsule Hands with Instancing
  • Adds Advanced Mode Menus to the LeapServiceProviders to tidy up their Inspector
  • Adds Server Namespaces (INTERNAL ONLY)
  • Reserializes Scenes for Unity 2018.4 LTS

Thanks to our contributors,
@Niram7777
@MaxPalmer-UH / @DrMaxP
@nickjbenson
@zalo

touchless

Touchfree 1.0.0

TouchFree is a software application that runs on an interactive kiosk or advertising totem. It detects a user’s hand in mid-air and converts it to an on-screen cursor.

Minimum system requirements

  • Ultraleap Leap Motion Controller or Stereo IR 170 camera module
  • Ultraleap Compatible SDK
  • Windows® 10, 64-bit
  • Minimum Intel HD Graphics 530
  • Intel® Core i5/i7 processor
  • 4 GB RAM
  • USB 2.0 port

core_asset, unity, module

Unity Modules 4.6.0

Changelog

  • Updates the LeapC.dll's for the impending Orion 4.1.0 Release
  • Adds a new Visualization Gizmo for the StereoIR 170 Module
  • Improves the reporting of Device Statuses through the API
  • Promotes InteractionEngineUtility to C# Scripts for IL2CPP Compilation (see #1118 )
  • Builds the Doxygen Documentation via a Github Action
  • Moves the Graphic Renderer Module to the Legacy folder to reflect its status
  • Adds the XRPinchLocomotion Example Script
  • Modifies Projection Hand Example for best practices

Thanks to our contributors,
@lazloringUH
@MaxPalmer-UH
@nickjbenson
@zalo

orion

Leap Motion Orion 4.1.0

What's New

  • Allow access to Leap Motion tracking data from UWP and AppContainer applications

  • Control panel setting 'Allow Web Apps' persists

  • Control panel setting 'Manual Orientation' Setting persists

  • Fixed an intermittent crash of LeapSvc.exe during power cycle

  • Fixed an issue where the SHA256 was not computed correctly on Intel Ice Lake CPUs

  • Fixed an intermitted failure to detect Rigel/SIR170

  • Fixed an issue during shutdown of LeapSvc, where shutdown requested within seconds after startup

core_asset, unity, module

Unity Modules 4.5.1

Unity 2020 Support

This release of UnityModules adds support for Unity 2020.1!

Changelog

  • Add support for Unity 2020.1

Note for 2020.1 users:
If you get errors related to "SpatialTracking" upon importing the Core module, you need to install the Oculus XR package, which adds the necessary XR dependency.

Only the Core and Graphic Renderer packages have been modified from 4.5.0. For completeness' sake, all of the main modules are included in this release.

Community contributions

  • Added the LeapCSharp assembly definition file! - @StephenHodgson

    Thank you for your contribution!

With love from the UnityModules team,
@nickjbenson and @jselstad

core_asset, unity, module

Unity Modules 4.5.0

We're changing to a unified release model

This release reflects a slight deviation from how we've done UnityModules releases in the past. To make it easier to get releases out the door, we're unifying the versioning system around the "Core Asset" release, and combining modules together into a single release version. Individual module packages are still available, but this path is essentially a roundabout way to copy files into your project, which you can do straight from the repo, now considered the central source of truth on master.

Changelog

  • Moves the LeapMotion folder from Assets to Assets/Plugins. This shortens project build times.
  • Upgrades the default Unity version to 2019.2.
  • Aims to support Unity 2017.1 through 2019.3. Please submit a ticket if you experience issues using UnityModules with any Unity versions beyond 2017.1.
  • Fixes an issue that prevented hands from rendering when using Scriptable Render Pipeline projects.
  • Adds a desktop-mode IE example scene.

Hotfixes (2020-05-01):

  • Fixes compilation errors in 2018.4.
  • Note that the SRP is Experimental in 2018.4 and lacks the correct callbacks to support hand timewarping. As a consequence, hand rendering is not compatible with the SRP in 2018.4.
  • Fixes compilation warnings in 2019.3.

Community contributions

  • Adds a configuration option to IE two-handed grasps. - @DerSticher
  • Adds an event on initial IE contact bone creation. - @SyDroX

    Thank you for your contributions!

With love from the UnityModules team, @nickjbenson and @jselstad

orion

Leap Motion Orion 4.0.0

What's New

  • Greater finger dexterity and fingertip precision

  • Better hand pose stability and reliability

  • Faster and more consistent initialization

  • Smoother hand and finger movements

  • Improved tracking fidelity on backgrounds and bright lighting

  • More accurate shape and scale for hands

  • Significantly improved performance on embedded “Rigel” devices

  • LeapC is now the officially supported API included in the SDK. LeapAPI has been deprecated

  • Changed the fingertip location in LeapC applications such that the point defines the center of a sphere whose edge is at the fingertip. Previous output was defined such that the point was at the edge of the fingertip

  • Removed LeapCSharp and associated functionality from the SDK. It can now be found as part of UnityModules

  • Removed Leap.dll, all associated language bindings (LeapPython, LeapJava, Objective-C) and samples

  • Added a feature that pauses the device when no clients are connected (note: the Leap Control Panel is a client)

  • LeapC makefile now generates all the samples correctly

  • Fixed a hang at service shutdown

  • Fixed an issue where hands could initialize on top of other hands

unity, core_asset

Core Assets 4.4.0

What's New:

VR Rig Simplification

  • The number of scripts required to construct a Leap Motion-enabled VR rig has been greatly reduced, and the required rig hierarchy has been heavily simplified. Hand data that is adjusted correctly for XR headset and device latency can now be gotten by adding a single component to the Main Camera, and the hand model pipeline has been simplified to a single manager component driving managed model components. If you are upgrading from an older project that incorporated Leap rigs from Core 4.3.4 or earlier, you can auto-upgrade these rigs by opening the scene that contains them and checking the new Leap Motion SDK window: Window->Leap Motion.

Leap SDK

  • Added the Leap Motion SDK Window, accessible via Window->Leap Motion. Use this window to scan and upgrade old (Core 4.3.4 and earlier) Leap rigs, check settings for the Interaction Engine, and adjust module preferences for the Graphic Renderer.

  • The LeapCSharp source is now provided directly in UnityModules and no longer hidden behind a managed DLL. It has received some upgrades in the process, and although it's still a little rough around the edges, it is a useful reference if you would like to construct LeapC bindings for a new language.

  • Added VectorHand, one of many potential lightweight encodings of a Leap Hand. This lossy encoding is suitable for lightweight recording and playback or network transmission.

  • Fixed a bug where hand.TimeVisible was not being set with the correct units.

  • Added the PostProcessingProvider base class, a pattern for applying your own post-processes to Leap frame data.

  • Added an example scene demonstrating a stateless and a stateful PostProcessProvider: ProjectionPostProcessProvider and InertiaPostProcessProvider.

Utilities

  • Query system: Overhauled to remove reliance on type-generic structs to support IL2CPP.

  • BitConverter no longer requires unsafe code EXCEPT when targeting IL2CPP. If you wish to compile using IL2CPP, you must allow unsafe code.

  • Added an ArrayPool data structure, used by the overhauled Query system.

  • Fixed an issue when ImplementsInterface attribute was used for ScriptableObjects.

  • Added some Runtime Gizmo drawing functions, such as DrawEllipsoid.

  • Added SigmoidUpDown as a DefaultCurve for quick AnimationCurve initialization.

  • Removed a warning when Hands.Provider returned null, since many valid scenes may simply not be set up for Leap devices.

Requirements

  • Leap Motion Orion 4.0.0

  • Oculus SDK 1.3

  • Unity 5.6.2, 2017.1-4, 2018.1

  • Windows

Compatible Modules: 

unity, module

Interaction Engine 1.2.0

Requires: Core Asset 4.4.0 & Leap Motion Orion 4.0.0

What's New:

General

  • Added the IgnoreCollidersForInteraction component, which causes a Collider to be ignored by the Interaction Engine. This is intended for trigger colliders that should be considered only for raycasting and not, e.g., for grasping or collision.

  • Removed the (unused and deprecated) RigidbodyWarper script.

  • VR controllers will now be detected at runtime in the IE example scenes that support them. (Previously, they had to be active and visible to Unity as soon as the application started running.) This functionality causes a minimal amount of garbage allocation every few seconds in those scenes, but did not have a noticeable impact on garbage collection times. You can disable this functionality by disabling "pollConnection" on the InteractionXRController script.

Grasping

  • Improved the ability to grasp small objects.

  • Improved the consistency of grasping an object that was held by the other hand.

  • Added OnGraspBegin, OnGraspStay, and OnGraspEnd callbacks to InteractionController.

UI

  • Modified the Basic UI example scene to demonstrate how a InteractionButton UI panel can be moved without causing the attached physical buttons to wobble.

Curved Space Support

  • Fixed a bug where Interaction Objects inherited LeapSpace components that were only used for an object's LeapGraphics. InteractionBehaviour now only considers any LeapSpaces -- such as LeapCylindricalSpace or LeapSphericalSpaces -- that are on or the parent of a Collider.

unity, module

Graphic Renderer 0.1.3

Requires: Core Asset 4.4.0 & Leap Motion 4.0.0

What's New:

  • If you are upgrading a project using the Graphic Renderer from 2017.3 to 2017.4, you may experience a crash when opening certain scenes. This is due to sprite library data incompatibility and can be resolved by deleting your Temp and Library folders and re-opening Unity.

  • Fixed an issue where graphics in Dynamic or Text groups would cause MissingReferenceExceptions when deleted. Note that you cannot delete (or add) graphics in Baked groups, although you can disable them.

  • Fixed an issue where tints and vertex colors were not correctly converted to linear space when the application was targeting linear space rendering.

  • Incremental bugfixes for stability.

unity, module

Hands Module 2.1.4

Requires Core Asset 4.4.0 & Leap Motion Orion 4.0.0

What's New:

  • Fixed an issue where RiggedHand would occasionally raise a LookRotation error.

  • Added an option for Rigged Hands to scale their last fingerbones, which allows rigged hands to achieve correct fingertip positions when tracked hands do not precisely match the scale of the model the hand was rigged on.

unity, module

Interaction Engine 1.1.1

Requires: Core Asset 4.3.4

What's New:

  • Updated to support Unity 2017.3
  • Added ability to force a controller to grasp an object
  • Fix a bug where the physics representation of the hands would explode sometimes when switching between curved spaces
  • Added the SwapGrasp function and a corresponding example scene, allowing you swap a grasped object with another object in the scene.
  • Correctly account for the Physics.autoSyncTransforms state during the Interaction Manager update.

unity, module

Graphic Renderer 0.1.2

Requires: Core Asset 4.3.4

What's New:

  • Updated to support Unity 2017.3
  • Allowed you to disable or enable a graphic without detaching or re-attaching the graphic.
  • Disabled graphics are no longer visible!
  • Disabling and Enabling graphics is now lightning fast!
  • Improved dirty detection to reduce rebuild situations
  • Fixed several edge cases

unity, core_asset

Core Assets 4.3.4

What's New:

  • Updated to support Unity 2017.3
  • Renamed IHandModel to HandModelBase
  • Improved physics interpolation in LeapServiceProvider
  • Fixed bug where graphic renderer inspector would fail when the user uses unpacked sprites.
  • Added callouts to notify users that unpacked sprites are not supported in the Graphic Renderer.
  • Added a new Pose struct to keep track of a point in space with a position and an orientation
  • Added extra operations for Query (Conversion, Repeat, Uniform, and default Sequences)
  • Added the CurveBounds attribute for AnimationCurve values
  • Added default AnimationCurve types
  • Added many Rect utilities (area, expansion, encapsulation...)
  • Added DrawPosition to the RuntimeGizmos
  • Improved ImplementsInterface attribute (now supports ScriptableObject)
  • Added cubic hermite splines (with float, Vector2, and Vector3 variants)
  • Added a swizzle class to allow you to swizzle Vector2, Vector3, and Vector4 structs
  • Added many general utility functions / fixed bugs

Requirements

  • Leap Motion Orion 3.X
  • Oculus SDK 1.3
  • Unity 5.6 or 2017
  • Windows

Compatible Modules: 

unity, core_asset

Core Assets 4.3.3

What's New:

This is a hotfix release addressing an issue with the warpingAdjustment variable, which was previously renamed to _warpingAdjustment without using the [FormerlySerializedAs] attribute. This resulted in the adjustment value reverting back to its default value, which was 60. The recommended value for PC experiences is 17, and so this introduced a 43-millisecond difference in the warping effects, causing significant swim when the user moved their head.

  • Renamed the variable, again without using the [FormerlySerializedAs] attribute. This is intentional so that any bad values that have been saved into developer's scenes get discarded and overwritten by the new good default, 17.
  • Made it so that unless _allowManualTimeAlignment is checked, the adjustment value will do NOTHING. Instead the value is driven by a constant. This is so that if we want to push out a new value for the default adjustment value in the future, we can just update the constant and all developer's scenes will be automatically updated.

Requirements

  • Leap Motion Orion 3.X
  • Oculus SDK 1.3
  • Unity 5.6+
  • Windows

Compatible Modules: