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Frooxius
12 years agoHonored Guest
Controlling worldspace GUI (Unity 4.6b) with Leap Motion
Hello guys,
I've been playing around with the new Head Mounted Mode for Leap Motion for interaction inside VR and integrated it with the new Unity 4.6 beta UI system, this is the current result. It's kinda glitchy (partly because Leap SDK beta (they've actually asked me for the build so they can improve the tracking algorithms for such uses!), partly because Unity beta, partly because the integration itself isn't polished), but it works quite well, so I thought I'd share! :)
What do you think? :3
I've been playing around with the new Head Mounted Mode for Leap Motion for interaction inside VR and integrated it with the new Unity 4.6 beta UI system, this is the current result. It's kinda glitchy (partly because Leap SDK beta (they've actually asked me for the build so they can improve the tracking algorithms for such uses!), partly because Unity beta, partly because the integration itself isn't polished), but it works quite well, so I thought I'd share! :)
What do you think? :3
5 Replies
- owenwpExpert ProtegeHow did you get the mouse events to work properly?
I tried sending events like mouse down and mouse up to the highlighted control but it would only take submit events, which are only good for buttons. Also I am having trouble getting my input module to act like the cursor is present unless I click somewhere in the window. And I assume you are attaching a camera to the hand and assigning the mouse position? - lmaceleightonHonored GuestVery nice! This is going to be very nice for my project. Can't wait to see more, and I would love to hear about your programming practices in this regard if you don't mind sharing.
- FrooxiusHonored GuestNew video! :) Has sidecam so you can see what my hands are actually doing and is dewarped thanks to eVRydayVR's dewarp filter!
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owenwp: By using a custom input module based on the mouse one, that plugs into the existing system, but I feed my own data into it, so I get all the behavior mouse input would have, but with worldspace colliders. There are no cameras on the hands (or any extra cameras beside the Oculus one).
lmaceleighton: I can write up things I found later (if I find time). I can answer specific questions if you want. - owenwpExpert ProtegeHow do you do the raycasting then? The GraphicalRaycaster seems to rely on screen coordinates.
- FrooxiusHonored GuestYes, but you can transform a worldspace point into screenspace if you need to.
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