Hey guys,
So I open the example interaction scene and drag the current leap rig as a prefab to use for other scenes.
However I've noticed that the leap rig is too small... For example, if I create a cube and drag it onto the scene, the cube is very big compared to the leap rig and the scale of the cube is only 1, 1, 1;
Why does this happen? When I try to scale the leap rig to make it bigger the hands stretch too much, especially the finger tips. How can I uniform scale the leap rig without deforming it on Unity?
Alternatively instead of dragging and creating a prefab of the current leap rig, do I just have to create my own?
The idea is that I want to place invisible cubes on the tip of the fingers for on collision enter collisions but after I scale the cubes I get this warning error
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Leap Rig/Hand Models/LoPoly Rigged Hand Left/L_Wrist/L_Palm/L_index_meta/L_index_a/L_index_b/L_index_c/L_index_end/Cube (1)"