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interactionengine101's Introduction

Interaction Engine 101 (Deprecated)

This example is deprecated as it uses Interaction Engine 0.3.1. Please reference https://developer.leapmotion.com/unity/ for more information on the latest Interaction Engine.

The project demonstrates what the Interaction Engine does in a playable tutorial (supports Oculus and Vive). The code for each example can be used as a reference for building your own projects that make use of the Interaction Engine to allow Leap hands to manipulate physical objects in Unity.

When first opening the project, buttons may be missing references to their click sounds. Closing and re-opening the project will solve this issue.

Licensed subject to Leap Motion SDK Agreement.

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interactionengine101's Issues

Ensure buttons don't press twice due to any soft-contact stickiness

The solution may be to use John's InteractionButton, but that doesn't bode well for the non-IE mode. Ideally spring-style buttons like in IE101 will "just work".

The other solution that should "just work" with soft contact would be to make buttons have much thicker colliders, so movement "away from the button" gets ignored like one would expect.

From this issue in platform:

When attempting to press the button that toggles the interaction engine on and off the hand can get snagged on the button and cause it to trigger twice as you're moving your hand away. It seems that once this occurs it's also possible for the hand to start passing through the button sometimes without triggering it at all.

Video: >https://drive.google.com/a/ocuspec.com/file/d/0B_yvWnO5QAiAS1dXNFEyemRTUTVmdGs0cDBoWnJNTXU1dW80/view?usp=sharing

This has been reported in the IE101.

Constant should be const

Things like _vrWaitToMoveDuration seem to be constants, not variables, and should be set as constant, and grouped with other constants. Following typical const naming would be nice too, like VR_WAIT_TO_MOVE_DURATION, or something else that you like that differentiates it visually from a normal variable.

Convert Blend to FBX

Blend files can only be loaded by a user if they have blender installed, so all blend files should be converted to fbx's so that the scene isn't mysteriously empty.

Custom shader should be under specific category

The 3DTextOcclusionShader should be under some sort of category that groups it with your project. Something like InteractionEngine101. You can change the group of the shader from 'custom' to something else by editing the string inside the shader itself.

Example bool '_exampleActive' duplicates monobehaviour lifecycle

There is a bool called '_exampleActive' in IE101Example that seems to duplicate the enable/disable lifecycle that already exists for MonoBehaviours. This bool can be potentially replaced by the 'activeAndEnabled' status of the monobehaviour itself. Begin can become OnEnable, and CleanUp can become OnDisable. These methods would become protected, and the example would be enabled/disabled by directly enabling or disabling the monobehaviour.

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