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Unity Development


True hand presence in VR is incredibly powerful – and easier than ever. Our Unity Core Assets and Modules make it easy to design hands, user interfaces, and interactions.

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Unity Development


True hand presence in VR is incredibly powerful – and easier than ever. Our Unity Core Assets and Modules make it easy to design hands, user interfaces, and interactions.

Unity Assets for Leap Motion Orion Beta

Requirements

Windows 7 64-bit or higher
Leap Motion Orion
Oculus SDK 1.3 (requires Unity 5.3.4p1 or higher)
HTC Vive (requires Unity 5.4+)

Unity 5.6 support is in development – stay tuned!

Licensed subject to Leap Motion SDK Agreement.

Unity Modules

Unlock new possibilities in your Orion project with Modules – powerful extensions built on top of our Unity Core Assets. These modules are dependent on the latest version of the Core Assets. Learn more about our new workflow and roadmap for Modules on the blog.


Leap Motion Interaction Engine

A customizable layer that exists between the Unity game engine and real-world hand physics to make object interactions feel more human.


Detection Examples

Part of the core assets, these provide a convenient way of detecting hand states like pinching, curled/extended fingers, and point direction.


Attachments Module

Lets you attach game objects like UI elements to finger joints, palm positions, and more.


UI Input Module

Allows users to physically interact with toggles, sliders, and more using Unity's built-in UI System.

 


Hands Module

Realistic and low-poly rigged hand models, plus the power to design your own.

 

Archive & Release Notes

 

Current and past versions of our Orion Assets and Modules can be found in Releases. For older assets built on the Leap Motion V2 software (including OSX-compatible packages), see our guide to V2 tracking.

 
 

Quick Setup Guide

Setting Up the Core Assets

  • Ensure that you have the Leap Motion Orion software and the Oculus 1.3 runtime (if applicable) installed.
  • Download the Unity Core Assets (see above).
  • In Unity, go to File and click New Project…
  • Name your project and click Create Project.
  • Right-click in the Assets window, go to Import Package and click Custom Package…
  • Find the Core Unity package and import it.
  • From there, you’ll see three folders in the Assets window – the Plugins folder and LeapC folder which contain all of our API bindings, and the LeapMotion folder, which contain all of our Prefabs, Scripts, and Scenes.
     

Test Scenes

  • In the LeapMotion/Scenes folder the Leap_Hands_Demo scene provides a basic example of Leap Motion hands in a Unity scene.
  • In the LeapMotion/Scenes folder the Leap_Hands_Demo_VR scene provides a basic example of Leap Motion hands in a VR Unity scene with Leap Motion video passthrough. Be sure to enable VR support in Edit/Project Settings/PlayerSettings/OtherSettings/Virtual Reality Supported. Video passthrough can be toggled by enabling or disabling the QuadBackground GameObject’s transform in the Inspector.

The instructions below explain how to recreate these scenes from scratch. But you can use these existing scenes as starting points for creating new experiences.
 

Setting up a Basic Leap Motion VR Scene

  • Follow our VR Setup Guide.
  • Once you’ve set up the Core Assets (see above), go to LeapMotion/Prefabs in the Asset window.
  • From LeapMotion/Prefabs, drag a LMHeadMountedRig into your scene.
  • In the hierachy for the LMHeadMountedRig, you see a LeapHandController.
  • From the LeapMotion/Prefabs/HandModelsNonhuman folder, drag a CapsuleHand_L and a CapsuleHand_R to your scene hierarchy window and make them children of the LeapHandController.
  • From the LeapMotion/Prefabs/HandModelsPhysical folder, drag a RigidRoundHand_L and a RigidRoundHand_R to your scene hierarchy window and make them children of the LeapHandController.
  • Locate the HandPool component attached to the LeapHandController. Set the Model Collection value to 4. Then move your two graphics hands and two physics hands from the Hierarchy view to the four empty slots.
  • On the LeapHandController GameObject you’ll see a LeapProvider component. For VR, make sure that “Is Head Mounted” is enabled.
  • Be sure to enable VR support in Edit/Project Settings/PlayerSettings/OtherSettings/ Virtual Reality Supported.
  • Video passthrough can be toggled by enabling or disabling the QuadBackground GameObject’s transform in the Inspector.
  • You can then add a directional light (from the Create menu on the upper left) to illuminate the hands.
  • You can also add objects into the scene and put them near the controller. To interact with the objects, click on the Cube, then Add Component, and add Rigidbody. Be sure to disable gravity so that the object doesn’t fall away (you’ll see this in the Rigidbody properties.)