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Create beautiful user interfaces for immersive VR/AR experiences.

License: Other

C# 99.62% Batchfile 0.25% ShaderLab 0.13%
user-interface virtual-reality augmented-reality ui oculus oculus-touch vive leap-motion vr user-experience

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hover-ui-kit's Issues

Importing results in errors

Hi,

I am trying to get the Hovercast VR interface project to work. What I did so far was opening the project folder in Unity. Then adding the Hovercast VR package. Opening monodevelop, and add the core files to the project. This however results in errors about double entries of UnityEngine.UI and LeapCSharp.NET3.5 assembly. However when I do not import the files in monodevelop I get errors about files missing like HoverBoardLayout. As I am rather new to Unity, I suppose that I am doing something wrong. Since now I have only tested and learned from projects that would instantly work after opening the project folder. Could you perhaps give a more detailed description about how to import the different packages and solutions from the core folder into monodevelop?

Thank you in advance,

Kind regards,

Niels Schurink

Support for OSVR

Received via email:

Have you thought about integrating with something like OSVR? That seems like a nice attempt at some standardization in this space.

Received via email:

We’d love to work with you on OSVR, if you’re keen. Would be great to make your tech available to more people and with more VR-Glasses. Let me know if working on the open platform to expand your reach would be something you’d be interested in.


From OSVR.com:

OSVR is the one platform where all aspects of the industry – input devices, games, and output – are unified, collaborating and innovating to take Virtual Reality gaming into the next frontier.

This OSVR platform is fully open-source, so [...] you’ll have complete access to all you need.

the OSVR platform is focused on providing game engine plugins for all to use. A dedicated team [..] meticulously architected this platform

Supported by Industry Leaders: At the forefront of the next gaming revolution, are industry leaders from every space. With big names such as Unity, Unreal, Intel, Bosch, Razer, Sixense, and Leapmotion, all lending their specialized expertise

How to trigger any function

In simple menus where A,B,C has been written as child of Menu,I want if a player press A then he should redirect to any other scene. Please help me How to do this

Demo crashes after 1-20 minutes of use (PC)

The team at Leap Motion is experiencing a crash in the current demo build:

For the Windows version, both versions of the executable randomly crash on any graphic setting while running after a certain a period of time in the Extended Oculus setting. The crash appears to occur randomly even on the "Good", "Beautiful", and "Fantastic" settings. However, the amount of time before the crash appears to vary. Sometimes the app will crash within 1 to 20 minutes or more of idle run-time within the app.

Look for memory leaks or other gradual issues. Sounds like there is no obvious trigger for the crash, since it occurs while the app and devices are running, but idle.

Enable/Disable Hovercast Menu

Hi!
First, thanks for your amazing job.

Is there a way to enable and disable the visibility and the activation of the menu?
I want to do it via script, but I don't know if that's possible.

(Sorry for my really bad English).
Thank you.

Update support for the latest Leap/Oculus SDKs

This forum post has all the relevant information for compatibility between the Leap SDK, the Oculus SDK, and Unity. Rather than provide an update for the various intermediate steps, I will probably wait until:

[Leap Motion] Front End team will soon start work on the new Core Assets for Unity 5.1.3 and the upcoming Oculus 0.7 SDK. We’re targeting them to land before [...] Sept. 28th.

New Project Structure and Migration Guide

I have just merged the ui-core branch into master. This is a major refactoring of the entire project, and will cause many breaking changes for existing integrations. I'll use this ticket to answer questions and help with the migration process.

This refactor was started to share code/concepts more easily between Hovercast and Hoverboard. This will also make it much easier for me to maintain and extend these projects.

I'll be working on a variety of different documents for the project wiki over the next few days. These will describe the new project structure, the Getting Started process, etc.

One-handed usage mode

I think the menu can be fully functional with just one hand. The initial idea is:

  • Cycle through highlighted items by rotating the hand about the palm axis.
  • Select/release items by moving in/out along the finger direction.
  • Provide new visual indicators to help learn/perform these movements.

Increase the "hit area" within menu items

The standard menu item renderers provide a hit area along the outside edge of the item. This works well when you bring the cursor toward the menu arc from the side.

However, there are use cases where the cursor might move past this outer edge (toward the menu hand's palm). This can occur if the cursor moves too far horizontally, or is coming toward the menu arc from a "depth" direction. For the new "LeapLook" input module, you often look at the center of the menu item.

To improve this, add more selection points within each menu arc. This will improve the scenarios described above. Essentially, if the cursor is near to any part of a menu item, it should be able to generate a selection.

TargetInvocationException when importing Hover DLLs in Unity 5.2

With both Unity 5.2.1f1 and Unity 5.2.1p1, using the latest changes (in the master branch) for new Unity/Oculus/Leap support -- the Unity editor reports the following error when importing the Hover DLLs into the project. As far as I can tell, I have the correct UnityEngine.UI.dll reference.

System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'
  at Mono.Cecil.BaseAssemblyResolver.Resolve (Mono.Cecil.AssemblyNameReference name, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 
  at Mono.Cecil.BaseAssemblyResolver.Resolve (Mono.Cecil.AssemblyNameReference name) [0x00000] in <filename unknown>:0 
  at Mono.Cecil.DefaultAssemblyResolver.Resolve (Mono.Cecil.AssemblyNameReference name) [0x00000] in <filename unknown>:0 
  at Mono.Cecil.MetadataResolver.Resolve (Mono.Cecil.TypeReference type) [0x00000] in <filename unknown>:0 
  at Mono.Cecil.ModuleDefinition.Resolve (Mono.Cecil.TypeReference type) [0x00000] in <filename unknown>:0 
  at Mono.Cecil.TypeReference.Resolve () [0x00000] in <filename unknown>:0 
  at AssemblyUpdater.Steps.MemberReferenceReplacer.MemberReferenceReplacementForProperty (Mono.Cecil.MethodReference method) [0x00000] in <filename unknown>:0 
  at AssemblyUpdater.Steps.MemberReferenceReplacer.MemberReferenceReplacementFor (Mono.Cecil.MethodReference methodReference) [0x00000] in <filename unknown>:0 
  at AssemblyUpdater.Steps.MemberReferenceReplacer.Visit (Mono.Cecil.MethodReference methodReference, Unity.Cecil.Visitor.Context context) [0x00000] in <filename unknown>:0 
  at Unity.Cecil.Visitor.Visitor.Visit (Mono.Cecil.Cil.Instruction instruction, Unity.Cecil.Visitor.Context context) [0x00000] in <filename unknown>:0 
  at Unity.Cecil.Visitor.Visitor.Visit (Mono.Cecil.Cil.MethodBody methodBody, Unity.Cecil.Visitor.Context context) [0x00000] in <filename unknown>:0 
  at Unity.Cecil.Visitor.Visitor.Visit (Mono.Cecil.MethodDefinition methodDefinition, Unity.Cecil.Visitor.Context context) [0x00000] in <filename unknown>:0 
  at Unity.Cecil.Visitor.Visitor.Visit (Mono.Cecil.PropertyDefinition propertyDefinition, Unity.Cecil.Visitor.Context context) [0x00000] in <filename unknown>:0 
  at Unity.Cecil.Visitor.Visitor.Visit (Mono.Cecil.TypeDefinition typeDefinition, Unity.Cecil.Visitor.Context context) [0x00000] in <filename unknown>:0 
  at Unity.Cecil.Visitor.Visitor.Visit (Mono.Cecil.ModuleDefinition moduleDefinition, Unity.Cecil.Visitor.Context context) [0x00000] in <filename unknown>:0 
  at Unity.Cecil.Visitor.Visitor.Visit (Mono.Cecil.AssemblyDefinition assemblyDefinition, Unity.Cecil.Visitor.Context context) [0x00000] in <filename unknown>:0 
  at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&)
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 
  --- End of inner exception stack trace ---
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 
  at Unity.Cecil.Visitor.Visitor.Visit[AssemblyDefinition] (Mono.Cecil.AssemblyDefinition node, Unity.Cecil.Visitor.Context context) [0x00000] in <filename unknown>:0 
  at Unity.Cecil.Visitor.Extensions.DoAccept[AssemblyDefinition] (Mono.Cecil.AssemblyDefinition definition, Unity.Cecil.Visitor.Visitor visitor) [0x00000] in <filename unknown>:0 
  at Unity.Cecil.Visitor.Extensions.Accept (Mono.Cecil.AssemblyDefinition assemblyDefinition, Unity.Cecil.Visitor.Visitor visitor) [0x00000] in <filename unknown>:0 
  at AssemblyUpdater.Steps.AssemblyUpdaterStepBase.Apply (AssemblyUpdater.Core.AssemblyUpdaterContext context) [0x00000] in <filename unknown>:0 
  at AssemblyUpdater.Core.AssemblyUpdaterPipeline.Run (AssemblyUpdater.Core.AssemblyUpdaterContext context) [0x00000] in <filename unknown>:0 
  at AssemblyUpdater.Application.Program.CheckForObsoleteAPIUsage (AssemblyUpdater.Application.CommandLineSpec config) [0x00000] in <filename unknown>:0 
  at AssemblyUpdater.Application.Program.Main (System.String[] args) [0x00000] in <filename unknown>:0 
UnityEditor.Scripting.APIUpdaterHelper:DoesAssemblyRequireUpgrade(String)

Use Oculus line-of-sight to control cursor

@ddutchie wrote:

How would i go about using my sight to select and move the cursor?

I already have a script attached to an empty game object which casts a ray from the left camera. I was using it to get coordinates for my depth of field script. It works, but unfortunately it intersects with mesh colliders only and my models are rarely optimized. I have to be sneaky with what gets collision. DOF off for now.

Instead of the cursor on my right index (which has been causing issues with my coworkers (architects), it should appear when i stare at your VR menu. Using the coordinates it gets from the empty game object.

Hover UI Kit Release: v2.0.0A (alpha)

Please see the v2.0.0A (alpha) release page. This ticket is for discussion about the latest changes, including any bugs, issues, and questions that might come up.

This release is substantially different from the v1.x releases. Please see the project wiki for an overview of the project, instructions for getting started, and details about project features.

This is an "alpha" release. It has not yet been tested in production-level applications, and there may be many breaking changes prior to the official v2.0 release.

Is it possible to change the grid style to hex?

Hey Hover Crew,

I am bring this back to a project that is UI themed based on Hex and not a square grid. How would you change the style of layout for circular or hex based layouts? Right now the children position based on square layout. Suggestions?

Multiple menus?

Hi,
Thanks for your amazing job.

Is there a way to get more than one menu on the scene?
I would like to be able to get some menus, or a way to navigate in the menu thanks to the scripts (sorry for my bad english).

Thanks.

Font change

Hello,

What should I do to change the font type in "hovercast item visual settings standard". There is a property to change the font, but it's a string field, what should I put there? the name of the font? the name of the font file? should the font file be in the system or unity project? I tried several of these things and it never uses my font type, what I am doing wrong?

Best,

pedro

Source solution Unity scripts issue

Don't know if it is a known feature or a bug, but...
I downloaded source code from this repository and built the c# solutions. When I opened the Unity project with Unity 5 64bit, two errors popped out: it is a known Oculus bug for Unity5 (fixed in the latest release) inside file OVRMainMenu.cs... so i fixed the file (the known workaround is change World in WorldSpace in the two error lines).

Then the project built... but demo scene did nothing... so I checked... and all the objects in every scene have "missing script" reference for the hovercast scripts. Maybe all .cs scripts files should be copied somewhere else?

Hovercast causes Unity Editor crash?

From Twitter conversation...

@z_zabaglione:

そういえばHovercast-VR-MenuのテストをしていたらUnityEditorがクラッシュしまくっていた。どこが悪いのかわかりませんが、落ちるのは困り者です。。。。

Translated via Google:

Once you have the test of Hovercast-VR-Menu Speaking UnityEditor had earnestly crash. Where is I do not know how bad, but is troubled person fall. . . .

@zachkinstner:

@z_zabaglione what version of Unity are you using? Hovercast needs Unity 4.6 or higher (for Unity's new UI features).

@z_zabaglione:

@zachkinstner I am using Unity4.6.2p2 on windows8.1

Creating hovercast menu items at runtime

I am creating Hovercast menu items at runtime in my Unity app. When I create them I see them in the hierarchy, but they are not rendered in the UI. Is there an initialization step I am missing?

Image shows only two items in the UI, but the hierarchy shows 3, the third is added at runtime:
hovercast

This is the code I'm using for creating the menu item:

// hoverMenu set in UI
// movieName is a string
GameObject newMenuEntry = new GameObject();
newMenuEntry.transform.parent = hoverMenu.transform;
newMenuEntry.name = movieName;
HovercastItem newHovercastItem = newMenuEntry.AddComponent<HovercastItem>();
newHovercastItem.Type = HovercastItem.HovercastItemType.Radio;
newHovercastItem.Label = movieName;
newMenuEntry.AddComponent<HovercastItemVisualSettingsStandard>();

I also tried setting the hierarchy again at runtime:

hierarchy = hoverMenu.GetComponent<HovercastItemHierarchy>();
hovercastSetup = hovercast.GetComponent<HovercastSetup>();
hovercastSetup.ItemHierarchy = hierarchy;

Thanks for the help.

Jump-to-position slider feature

@squakmix wrote:

Traditional slider inputs allow users to click somewhere on the slider to change the value. You can see me trying to do it with Hovercast at around 33 seconds in this video. It would be great if I could simply choose a value on the slider by hovering over that spot rather than hunting for the handle, activating it, and sliding it.

Hover VR Release v1.3.0

Please see the v1.3.0 release page. We can use this ticket to discuss the latest changes and any related issues/questions that might come up.

If you are trying to use Hover VR for the first time, please read the Getting Started page (and the other documentation) to help you get everything set up correctly.


This release is focused on removing the garbage collection allocations (the "GC Alloc" column in the Unity profiler). Previous versions of Hover VR were causing too many allocations in the Update loop, which caused the garbage collector to run too often.

Aside from a few interface changes, where array data types were switched to List<> or ReadOnlyCollection<>, there aren't any visible/notable changes in this release.

Hover VR Release: v1.2.0

Please see the v1.2.0 release page. We can use this ticket to discuss the latest changes and any related issues/questions that might come up.

This release provides many upgrades to Hoverboard. It now includes support for sliders, radio sets, checkboxes, and sticky items -- much like Hovercast. The Hoverboard sliders can be oriented horizontally or vertically (the slider uses the longer dimension to determine the orientation). Here is an example of slider usage:

Loading slider animation...

The sliders in this animation show a new feature: an customizable "start location" for the fill. You can choose the minimum value, maximum value, or the zero value as the starting point. This feature is available for both Hoverboard and Hovercast.

The other major update in v1.2.0 is related to rendering performance. By sharing materials/textures/shaders (and using vertex coloring) across the various items and item layers, this release drastically reduces the number of required draw calls. This may have an impact on existing integrations, possibly causing issues related to transparency and/or depth-ordering.

Support for additional 3D input devices

Currently, only the Leap Motion input is supported. This implementation is hidden behind various input interfaces, however, which is the first step toward supporting multiple devices.

The desired input type should be an option that can change at runtime. If necessary, the menu can be completely re-initialized when this occurs -- it doesn't make sense to switch input devices while the menu is in use.

The input interfaces should also provide information related to the current device's capabilities. For example: the device may have only one position/rotation value for each hand, but it also has buttons that could be mapped to certain features.

Hovercast could include features or usage modes that emphasize the specific strengths and capabilities of each input device.

Change on runtime a Panel Item Label text

I have an Item of type Selector, working good.
But I have not found any way of updating the resulting label manually by code.

It's possible to do that? If so, how?
Regards.

Hoverboard VR Interface: Integration

Here's the first video of Hoverboard VR:
https://www.youtube.com/watch?v=hFpdHjA9uR8

Currently, all the work on this is contained in the hoverboard branch.

There are several common features between Hovercast and Hoverboard. Before merging it into the main branch, I think I will be doing some major refactoring to improve the organization and avoid duplicate code.

This may also involve extracting all core functionality into an engine-agnostic DLL. That would be a major step towards supporting additional game engines.

The attribute `System.Reflection.AssemblyDescriptionAttribute' cannot be applied multiple times

Hello,
I got these errors "The attribute `System.Reflection.AssemblyDescriptionAttribute' cannot be applied multiple times" when I used this project in Unity5.

Other people who face the same problem said that just add the code below:
[System.AttributeUsage(AttributeTargets.All, Inherited = false, AllowMultiple = true)]
or just left one of the scripts.
I tried the first, getting nothing.
Therefore, I tried to delete all of them... and then I got a "Unity Bug Reporter".
Finally, I can't open my project.

I don't know what to do, but I really need this project . Can someone help me ,please.

Hover VR Release v1.4.0

Please see the v1.4.0 release page. We can use this ticket to discuss the latest changes and any related issues/questions that might come up.

If you are trying to use Hover VR for the first time, please read the Getting Started page (and the other documentation) to help you get everything set up correctly.


This release is focused on updating Hover VR for use with the latest Unity, Leap Motion, and Oculus assets -- see #32 for details.

The changes in this release make Hover VR v1.4.0+ incompatible with the older versions of Unity and older versions of the Leap Motion and Oculus assets.

"Sticky" inputs remain selected upon "back" navigation

I noticed this in @ddutchie's demo video at around the 40 second mark. The "sticky" input for the spotlight is selected, the hand goes into a grab, and the spotlight stays on. The expected behavior is that the "sticky" inputs only stay selected while the cursor is near to them (like a finger on a trigger).


Discussion via email...

@zachkinstner wrote:

What happened with the spotlight near the end of the video? Looks like a possible Hovercast bug, where the “Sticky” button stayed “on” when you did the grab gesture (to navigate back).

@ddutchie wrote:

I thought it was meant to function like that. I've been using it like that since your initial demo. [...] It allows me to keep the flashlight on without extending my hand.

But, if you are gonna squash something. Allow for the sticky to stay on until you bring back your hand. Could even animate the transition back if you bring up the menu. "Stickyhold" or something.

@zachkinstner wrote:

I think the behavior you’re looking for is accomplished with the “checkbox” input type. Once you check the checkbox to turn the Spotlight on, you can do anything else you want with the menu (and/or put it away). When you’re done, just uncheck Spotlight.

The “sticky” is meant to only stay selected while your finger is near to it, like a trigger. The slider input’s handle is also a “sticky” input.

@ddutchie wrote:

Between a checkbox and a sticky. It should just deactivate once i invoke the menu. No need to hit the checkbox again.

Almost like holding down a button. Clench fist = Holding button. Release. Release button. & back to root menu.

Example usage. Clench. Activate. Run enabled(shift in most games. Easy to implement. Could have a dropdown in editor of all keyboard codes available to unity. ). Run. Look at left hand. Unclench. Walk.

Hovercast VS Solution Build

There is an error while buliding your VS solution.
Post-build events of two projects (one is Hover.Board.Edit, the other is Hover.Cast.Edit) try to copy files to the directory \Assets\Plugins\Editor, but the Editor folder does not exist, so copy command fails.

Two possible solutions:

  • Pre-create an Editor folder inside the Plugin folder (the workaround I used);
  • Use the more powerful xcopy command or a more complex post-build script (I used xcopy in another project of mine)

The "Navigate Back" Button/Indicator

Hovercast has been nominated for an award in experimental design! I have various small-ish improvements in mind prior to submitting the project to the competition, so I'm going to try to complete those today.

I'll post notes/screenshots as I go...

Improve the way navigation data is provided

@ddutchie wrote:

If you decide to make this an asset you should definitely make it easier to set up an initial scene. (For Some)

I'm thinking as an architect here, so imagine for archviz something along these lines. eg:

  • Hovercraft VR > Scenes, Lighting , Materials, Customization, About, Exit
  • Scenes > Load1, Load2, Load3 etc. - Loads Level/Scene
  • Lighting > Lighting1, Lighting 2, Lighting3. - Lights and Sun behaviour
  • Materials > Set1, Set2, Set3 - Different Materiality settings for a scene
  • Customization > Hovercraft customization
  • About > About Screen - Screen/Large panel with text
  • Exit> Exit to real life.

In this way you could allow for the dev to drag assets/ groups of assets etc into slots in the scripts and it would just require some scene organisation.

Regards
Gerard

Assets for the Unity store

Use the Asset Store Tools to create the Unity asset package. Follow the submission guidelines:

Things should work as much as possible out of the box. If there are unavoidable setup steps to be performed by the user, such as defining Input Manager or Tag Manager settings, these should be clearly documented to support user experience and ensure overall satisfaction. Code packages should contain documentation that notify the user what he or she needs to set up [...]

We encourage you to support your quality content with great presentation material. You want to make a good impression and you want your asset to stand out from the crowd. The most successful publishers on the asset store have obtained their success by submitting complementary texts and preview images that justify the quality and usefulness of their assets. You can also entice your viewers by linking to website material, Unity webplayer demos and YouTube or Vimeo videos to create an interest among your audience. A short demonstration video usually makes a good first impression and shows what your asset is all about. This is especially helpful for demonstrating tools or editor extensions.

You must include documentation or at least a readme.txt file in your project. Please document what your asset does, setup or installation instructions, and how to use it. The documentation should be placed in the main folder of your package. It also helps to include a scene file that demonstrates your asset at work. If you are submitting updates frequently, we ask you to include a version history in your documentation and mention the changes in your notes to the submitter.

Graceful handling of errors: Your asset must provide useful warnings to the user if he or she does something wrong. Under no circumstances should your extension throw null reference exceptions, unclear error messages or warnings. [...] Error messages must be in the form of a message / dialog or inline warning and explain how to fix the problem.

Pricing: Scripting Packages > Moderate > $50 - $95 (Increments of $5).

For the sake of consistency, all Asset Store offerings are covered by a license we have created. Please have a look at the End User License Agreement to be sure you are comfortable with it. If you are offering your content for free, you have the further option of selecting one of three free-licenses, which override the basics of our commercial license.

...and lots more...

Expose more menu/cursor information

@squakmix wrote:

I wanted to disable drawing while the Hovercast menu is visible, and I found that the most straightforward way to do that was to add a method to the HovercastLeapInputProvider that returned the IsActive value of the vMenu. Maybe consider including that method to get the active state of the menu by default in the HovercastLeapInputProvider.

Support for Unity 5

Via email:

are you planning to upgrade Hovercast for unity 5? [...] it would be really nice having working input solution for vr coupled with improved graphics.

I haven’t looked closely into Unity 5 yet, but my understanding is that there are several API/scripting changes. I’d have to decide if I want to convert the whole project to Unity 5 only, or if I should somehow support both.

Difficult to release slider on a specific value

@squakmix wrote:

After using the slider for color selection for a bit, I've noticed that its extremely difficult to release it on a particular value and other users I've tested this with have complained about the same thing. I'm wondering if youre looking for a way to make it easier to release the slider without changing the value?

Knowing when a slider is being used

Hi, I'm trying to implement a function that requires me to know when a specific slider is being touched. The slider should change its value through both user input and the environment (it´s a timeline slider for video reproduction) so I can't just use the value changed as proof that it's being touched. Is there any method to know when the user starts/stops pressing an slider?

Missing assembly references again?

I am getting reference errors again in the latest code when I pull it from the repository?

ErrO CS0234 when working in Unity 4.6f or Unity 5.1.

Error example:
Assets/Hover/Demo/BoardKeys/CastItems/DemoBaseListener.cs(2,13): error CS0234: The type or namespace name Board' does not exist in the namespaceHover'. Are you missing an assembly reference?

Steps to reproduce:
Pulling code from repo and then importing into Unity.

It's been a while... Am I missing a step?

mouse / screen point for hovercursor

Hi,
I really like this project and enjoyed experimenting different features.
However, in one of the future projects I'm building, I need to use mouse for precise object picking and movement, because the leap motion is lack of stability and accuracy, especially for HMD. So I wonder that if I can use mouse as a cursor while using right hand fingers for cursors too, so that people don't need to switch between right hand and mouse frequently. That may also help later for other types tracking devices such as a single-hand controller.

The current approach I come up is recasting from the screen point to the renderer, but this is complicated and resources consuming. So I wonder if I can try subclassing or write a class similar to look input? I am seeking for help or hint about this because I cannot figure that out by reading the source code (I'm bad at coding).

Thanks in advance, and I'll share my work after I get this done.

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