This site is in read only mode. Please continue to browse, but replying, likes, and other actions are disabled for now.
1 / 31
May 2015

Hey everyone,

We’ve just released the latest version of our core Unity assets846 with a variety of fixes across the board. This includes Oculus 0.5 support and a brand new hand asset that bridges AR and VR in a whole new way. Here’s the full breakdown:

Oculus + Leap Motion + Unity. Version 2.3.0 provides fully tested support for the Leap Motion Core Assets on OSX and Windows for the following:

  • Leap Motion 2.2.5
  • Unity 5.0.1
  • Oculus 0.5.0.1

Support for the Oculus 0.6-beta runtime is also on the way for a future release. Today’s release also combines the previously separate Leap Motion Core Assets and Leap Motion UI Widgets Assets.

Enhanced passthrough experience. Near-zero latency is absolutely essential to a positive VR experience. With this asset release, we’ve shaved a full 2 milliseconds off the photon-to-photon latency for video passthrough in Unity. We also added automatic Oculus IPD correction when using passthrough-related assets.

Image Hands. Using our existing hand assets, you can already reach into a demo and see robot hands, minimal hands, even realistic hands for different genders and skin colors. But these aren’t your hands -- it’s like choosing from a catalog of hand models.

That’s why we’ve just released a new Unity asset feature that brings your actual hands into any VR experience. With Image Hands, you now have the realism of live video, with the full interactivity and 3D behavior of our classic rigged hands. This works by projecting the raw images of your hands into a 3D mesh that can interact with other objects in real-world space -- with total fidelity to depth, intersections and more.

We’ve added Image Hands to our Widgets103 demo. You can learn more in the official documentation67.

Other updates and bug fixes:

  • Updated LeapOVRCameraRig and OVRPlayerController to add new passthrough quad shaders and structure.
  • Updated VR widgets to fix button event bug.
  • Made colliders in rigid hands Kinematic to avoid collision volumes moving unexpectedly.
  • Added automatic Oculus IPD correction when using Leap Motion Image Passthrough related assets.
  • Updated Dial Picker to not use a GUI mask element, which caused z-sorting bugs under some circumstances, especially with image hand.
  • Updated Scroller Widget to use an improved momentum-based scrolling algorithm.
  • Updated shaders in a number of demo scenes to Unity 5 standard shaders.
  • Various bug fixes in demo scenes.

If you’re updating from a previous version of the asset, we recommend deleting your LeapMotion and LeapMotion+OVR folders from your project, along with removing the Leap Motion related DLLs and .dylib's from your Plugins folder. As with previous releases, we recommend not storing any of your own files or changes in the LeapMotion or LeapMotion+OVR folders.

You can find previous versions of the assets on our developer portal846, while the bleeding edge development branch of the assets can be found on the Leap Motion Examples Github202. Let us know what you think of the new assets, and what you’d like to see for the next release.

  • created

    May '15
  • last reply

    Aug '15
  • 30

    replies

  • 16.1k

    views

  • 12

    users

  • 6

    likes

  • 9

    links

is that widget must be run on OVR or can it be table mounted?

All UI Widgets can be used for VR and the standard desktop orientation. However, Image Hands can only be used in VR, since it requires that the vantage points of the user and the controller be one and the same.

Hi,

The last version of the Core Assets was working perfectly with my Unity 4.6 so I assumed that this one will be doing so as well.

I created a new project and imported the new assets.

Two things:
1)
I am getting an error:
Assets/LeapMotion+OVR/DemoResources/Scripts/BlocksPlaneGenerator.cs(65,18): error CS0266: Cannot implicitly convert type UnityEngine.Object' toUnityEngine.GameObject'. An explicit conversion exists (are you missing a cast?)

Same error exists under RandomBlockGenerator.cs
2)
The Scene under LeapMotion/Widgets/Scenes/Widgets is empty.

3)
It seems that I can't drag in the scene (I cannot use at all) any of the LeapMotion prefabs or LeapMotion + OVR prefabs. I can only use the OVR prefabs.

I tried re-importing the package many times. I tried in a new empty project existing and I also tried in an existing project where I had the prefabs from the previous version of the assets but on the last case I am getting the error that prefab doesn't exist.

Best

EDIT:

I manage to fix the error (2) by casting it to GameObject like that:
GameObject cube = (GameObject) GameObject.Instantiate(CubePrimitive);

But I am still curious if that's the way?

Hi,

Adding the cast didn't resolve the prefab issue.

So I updated my Unity to the latest version and everything works now.

Best

Yup, I just loaded up Core Asset with Unity 4.6 and it does appear that Unity 4 isn't recognizing prefabs that were created in Unity 5. I suspect this lack of backwards compatibility is expected, but I'll investigate. I'd hoped the latest assets would be backwards compatible, but at the moment we're primarily focused on Unity 5.x support for any new work. Glad you were able to update successfully.

For those who can't due to other dependencies you can still download archived versions of the assets from: https://developer.leapmotion.com/downloads/unity41

13 days later

hi I just downloaded the leap motion core assets 2.3.1 for unity using a mac and Unity 5.0.0.4
oculus sdk 0.5.01 : can't get any of the scenes to work the screen is just black when played
and all my leap+OVR prefabs are not recognised [just flat icons not prefab blocks] and the standard OVR camera rig included with the package on its own doesn't work properly tiny point of view and polar co-ordinate huge pixel zoom all around it.
Its for an install were doing. I can get the OVR to work if i delete ALL the leap coreassets folders in the assets. and then Use the import the mac Oculus unity integration package dated 26th march. i also have this issue with the leap motion core assets 2.3.0 I also downloaded.
Any help in getting the Leap and oculus to run together would help.

thanks

I just tried to reproduce this issue and was not able to do so.
My setup is: OS X 10.10.3, Unity 5.0.1f1, Oculus 0.5.0.1.
If you are trying to import a new version of LeapMotionCoreAssets to an existing project there are some things that can go wrong. (Plugins might not update. Custom prefabs in directories used by Leap or Oculus might go missing.)
@amoebadesign is it possible to zip & share your project?

just a quick question, will imagehands work on unity 4.6 pro?
I have unity 5.1 but I prefer to stick to 4.6 for awhile before jumping ship.

hi Gabriel cheers for reply unfortunately its a 3gig project : ) and already broken bitbucket with its size!!!!!
aye the prefabs arnt fully recognised they are just icons not blue blocks I remove all OVR+Leap and plugin folders, start with a clean working project with no OVR+Leap packages…import fresh again just black screen…also happens on a NEW project with nothing inside, just leap core assets imported…again no scenes work…..much confusion !!!! using latest leap sdk etc etc and the 2.3.1 core assets on a mac.

just downloaded unity 5.1 opened a copy of our project and leap and over and prefabs work straight away...seems core assets 3.01 and leap don't talk to unity 5.0.04 properly....can anyone else confirm this?

yea I hope LeapMotion can make 2.3 works with unity4.6
it is quite important for many guys who still stick with Unity 4.6

13 days later

Hello #amoeba! Did you find a way to go ahead of your problems?
I cant find the VR passthrough scene in the 2.3.1 core assets, where do I find it?

18 days later

Awesome! Thanks so much for giving the assets a spin.

15 days later

Are the grab and pinch demo's in the main Leap Motion directory compatible with VR / or are there guidelines for adapting GrabbingHand and GrabbableObject for VR?

It seems that just checkboxing "is headmounted" in a non-VR hand-controller prefab does not account for the flipped device sensor.

You'd definitely need to adapt them for VR, as the "is head mounted" checkbox simply triggers VR tracking mode (where our core tracking software makes different assumptions about how your hands will be oriented). Our VR examples have the Leap Motion Controller childed to the Oculus Unity plugin, and include an image passthrough integration that lets you access the real world in infrared.

This post has more details: http://blog.leapmotion.com/getting-started-unity-oculus-rift/16