Core Assets 4.3.0

What's New:

  • Visual Studio compilation for LeapCSharp has been fixed, bringing back the breakpoints workflow for debugging.
  • It is now possible to choose between two poses at edit-time by the Edit-Time Pose option in the LeapServiceProvider's inspector.
  • The device type setting has been removed; we now always assume Leap Motion Controller settings.
  • The isHeadMounted property is now validated at runtime and automatically set to an appropriate value when the LeapServiceProvider script is added to a GameObject.
  • The HandUtils static class now only requires a LeapProvider rather than a LeapServiceProvider, better supporting edge-cases where users desire, for example, recorded playback via custom service provider scripts.
  • Modified the focalPlaneOffset value for the Leap Motion Controller to produce better hand presence.
  • HandFader.cs has been removed, as it was unused.
  • A handful of new utilities have been added to support IE and GR development.

Requirements

  • Leap Motion Orion
  • Oculus Rift 0.8.0+
  • Unity 5.6+
  • Windows

Compatible Modules: 

Interaction Engine 1.1.0

Requires: Core Asset 4.3.0

What's New:

  • Pressing X on initial gravity and timestep warnings no longer dismisses the warnings forever.
  • Example 7 has been added, demonstrating how to set up a scene to support putting the player in a moving reference frame and still have user interfaces function properly.
  • SceneSettings have been removed from Example 2, preventing project settings from getting clobbered.
  • Sliders have had their inspectors organized more neatly.
  • Fixed an issue where, at low physics timesteps, buttons moved too slowly.
  • Interaction objects are no longer required to exist on the Interaction layer. Layers with interaction objects on them are tracked and still filtered for physics optimization.
  • Interaction buttons and sliders can now be constructed based upon where they relax to or where they depress to.
  • Added a warning when RigidRoundHand scripts are detected in the scene, as these scripts break proper physics functionality.
  • Fixed physical and visual instability when grasping buttons.
  • Fixed instability when grasping objects with centers of mass that are offset from the Rigidbody transform position.
  • Interaction Controllers now provide warnings in their inspectors if they are added to a scene but not beneath an InteractionManager.
  • Fixed exception when adding an InteractionBehaviour component at runtime
  • Fixed a bug with AnchorableBehaviours where inspector utility buttons were incorrectly grayed out when only a single object was selected.

Graphic Renderer 0.1.1

Requires: Core Asset 4.3.0

What's New:

  • SetRuntimeTint now features a string-based overload taking in HTML color strings, allowing UnityEvents to target the method in the inspector.
  • Graphics now prefer the group they were originally added to, better supporting scenarios where graphics are enabled or disabled at runtime.
  • Fixed a bug where graphic settings were not duplicated properly when an entire Graphic Renderer was duplicated.
  • Fixed a bug where text glyphs were not being refreshed properly.
  • Added LeapBoxGraphic and LeapPanelOutlineGraphic alongside the LeapPanelGraphic as additional procedural mesh generators built-in to the Graphic Renderer.

Core Assets 4.2.1

What's New:

This is a hotfix release to Unity Core Assets 4.2.0 to address the following:

  • Fix the Attachment Hands example scene
  • Migrate all Examples to one single Examples folder
  • Fix attachment hands prefab spam message showing in Git

Requirements

  • Leap Motion Orion
  • Oculus Rift 0.8.0+
  • Unity 5.6+
  • Windows

Compatible Modules: 

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
  • 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
  • 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

Hands Module 2.1.0

Requires: Core Asset 4.1.5

What's New:

  • Enhancement: Skeletal joints in the LoPoly FBX models have been moved slightly to more closely match Leap's tracking model.
  • Enhancement: When changes are made to ModelPalmFacing or ModelFingerPointing vectors in the LeapHandsAutoRig component, values are now pushed to RiggedHand and RiggedFinger components manually, via the "Push Vector Values" inspector button. Previously values were auto-updated via OnValidate()
  • Enhancement: LeapHandsAutoRig is now able to rig hierarchies containing one hand only
  • Enhancement: If the hierarchy of a 3D hand model contains metacarpals and UseMetaCarpals is checked in the LeapHandsAutoRig component, they will be auto-assigned with the AutoRigMecanim() method.

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
  • 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
  • Hands Module 2.1.0
  • 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