So I believe I've performed magic and need to be exorcised.
About a month or so ago I found the following lovely examples in the unity core assets (2.3.0) and started playing with them.
- AllHandModels
- PinchingSandbox
- RecordAndPlayback
I have since combined them such that in my scene a user can select their hand, record it and then play with the blocks. I then have two planes on the ground of two different colours with triggers so that the game is "over" once all blocks are moved from one side to the other. Additionally, the confidence, grab and pinch strength are streamed and displayed via a UI. This is all well and good but I developed this much without VR due to past problems I had - I figured it wouldn't be too difficult to change the main camera to a VR one later.
So I finally decided to fix my BSOD problem by reinstalling windows 7 so as to get Occulus 0.8 and Orion up and running. It worked and before I knew it I was happily trying to copy prefabs over from my non-VR project to a new one that made use of the Orion and the Leap_Hands_Demo_VR (Basically I just want to VR-ify where I am thus far)
So, this is where I realize that my old project has the following version:
Leap Motion Unity Asset Version: 2.3.0
Leap Motion Version at Release Time: 2.2.5+26752
Oculus Rift SDK/Runtime Version at Release Time: 0.5.0.1-beta
Unless I'm missing something, I have a project that is making use of the Unity Core Assets 2.3.0 and Orion SDK 3.1.1 is playing nicely with it which I believe contradicts what I've been told.
Also, wait, I thought Orion doesn't support rigged hands yet? On the VR setup it says only capsule hands are supported (hence the new core assets only have one hand model). I no doubt am running Orion SDK 3.1.1 right now and I can cycle through all hand models and use whichever I want and blocks are reacting as well as ever.
When I run a VR scene in a project making use of Unity Core Assets 4.0.2 everything runs perfectly. However, I "can" also run VR example scenes in my old project (the old asset package has some VR scenes under LeapMotion+OVR). However, these eventually either crash or the Oculus stops displaying anything (blue light stays on though) and I can only see output on my monitor (leap motion hands still respond as well as ever though)
Anyway, at the end of the day I'm wondering whether I can make use of the the latest orion SDK and oculus 0.8 and VR-ify my project that is making use of the ancient core assets seeing as everything is "almost" working so incredibly nicely thus far.
And, if not, what will be my best approach to adding VR to my project?