Releases: ultraleap/UnityPlugin
Attachments Module 1.0.4
Added separate left and right HandAttachments prefabs with the appropriate chirality setting.
Core Asset 4.1.4
- fix: Handpool will no longer error if there is an empty model slot in the HandPool
- fix: 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. Addresses #274
- minor modifications to support Interaction Engine
- feature: runtime gizmos
- 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.
Attachments Module v1.0.3
This release provides better transitions and an option to draw lines representing the hand for debugging and easier setup.
Changes include:
- 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.
Detection Examples v1.0.2
Fixes an import conflict with the Attachments Module.
Core Asset Orion beta 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.
Core Asset Orion beta 4.1.2
Core Assets 4.1.2 release with minor changes to support Hand Module 2.0.0.
- LeapServiceProvider gets TransformedCopy only as needed vs. with every frame request - #333
- Added setter to Handedness field in IHandModel and child class scripts to support Hands Module 2.0.0
UI Input Module
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.
Attachments module
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.
Core Asset Orion beta 4.1.1
- UI Input module -- scripts and scenes for:
- A. Building Unity UIs that our hands can interact with.
- B. Interaction at a distance -- projects a cursor toward the UI and interact with a pinch
- Added Detector utilities to the core assets -- these build on LeapPinchDetector to aid developers in detecting when a hand is in a desired state. Includes 2 new example scenes. Detectors include:
- Extended fingers
- Finger and palm pointing direction
- Pinch detector (moved from former PinchUtilites)
- Proximity to a list of target game objects
- A logic gate for combining detectors
- Added LeapCSharp.NET3.5.dll, which contains the C# wrapper classes around LeapC. Removed LeapC source files.
- Removed PinchUtilites module. Code was moved to core as a detector; examples were moved to DetectionExamples.
- Added a Sphere mesh setting to CapsuleHand and provided lower-poly sphere objects.
- Made it optional for a IHandModel to persist in the scene in Edit mode.
- Fixed turning on and off graphics or physics hands in the LeapHandController.
- Fixed bug in which old frames would be used if the head transform didn't change
- Fixed bug that caused temporal warping to fail 1-in-5 times on Vive (hands not rotating with camera)
- Added ToggleModelGroup() method for groups in HandPool
- Fixed bug with group enabling and disabling in HandPool
- Added script to detect Vive vs. Oculus and adjust camera height compared to floor - this won't be apparent in any of the Core Asset scenes since they feature only hands.
Detection Examples 1.0.1
Initial release of the Detection Examples module.
Examples:
- PinchMovement -- Use the PinchDetector to transform an object.
- PinchDraw -- Use the PinchDetector to draw 3D lines.
- FingerDetector -- Use the Extended Finger and FingerPointing detectors to trigger an action on a thumb's up pose and when pointing at another object.
Detectors build on the Pinch Utility module to provide a convenient way to detect what a user’s hand is doing. In addition to detecting pinches, you can now detect when the fingers of a hand are curled or extended, whether a finger or palm are pointing in a particular direction, and whether the hand or fingertip are close to one of a set of target objects. (A grab detector is coming soon.)
What is more, these detectors can be combined together using a Logic Gate. The Detector Logic Gate is itself a detector that logically combines two or more other detectors to determine its own state. Need a thumb’s up gesture? Combine a thumb extended detector with a thumb pointing upward detector using a logic gate.
Detectors dispatch standard Unity events when they activate or deactivate. This makes it easy to hook up objects and scripts to a detector straight from the Unity editor — without writing a line of code.
Each detector can draw gizmos that make it easy to see its configured conditions and whether it is currently active or inactive.
Detectors are designed to be small building blocks that you can put together into something interesting. This also has the benefit that it is easy to write your own detector scripts.
The Detector scripts, including the PinchDetector, are now part of the Core Assets package. The former Pinch Utility module has been retired and the example scenes moved to this Detection Examples package.