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Commits on Jul 5, 2018
  1. Fixed issue causing Hovercast interface's active row and back button …

    zachkinstner committed Jul 5, 2018
    …to remain selectable while in its "closed" state.
  2. Fixed "scene to unload is invalid" error by switching to the newer "U…

    zachkinstner committed Jul 5, 2018
    …nloadSceneAsync" method with a string "scene name" parameter (#77).
  3. Updated the Leap Motion input module to support the breaking changes …

    zachkinstner committed Jul 5, 2018
    …from Leap Motion's "Unity Core Assets 4.4.0" package, and left the previous scene with a "-Pre-4-4-0" suffix (#77).
Commits on Apr 5, 2017
Commits on Feb 9, 2017
Commits on Feb 7, 2017
Commits on Jan 12, 2017
Commits on Jan 2, 2017
Commits on Dec 20, 2016
Commits on Dec 19, 2016
  1. Disabled the "idle deselection" of sliders by default. Disabled "idle…

    zachkinstner committed Dec 19, 2016
    … deselection" for sliders in the example scenes.
  2. Moved the "HoverKit" prefab utility function back to "Utils". Updated…

    zachkinstner committed Dec 19, 2016
    … it to avoid its "Items" namespace dependency.
  3. Moved a few helper components into the "Items" namespace (to avoid re…

    zachkinstner committed Dec 19, 2016
    …ferencing that namespace from "Renderers").
  4. Moved "SliderFillType" to the "Utils" namespace (avoids "Items" refer…

    zachkinstner committed Dec 19, 2016
    …ence within "Renderers" namespace).
  5. Moved utility into the "Cursors" namespace (to avoid referencing that…

    zachkinstner committed Dec 19, 2016
    … namespace from "Utils").
  6. Moved utility method for the "HoverKit" prefab into the "Items" names…

    zachkinstner committed Dec 19, 2016
    …pace (to avoid referencing that namespace from "Utils").
  7. Chaged the camera name in the "follow" input module. Added a checkbox…

    zachkinstner committed Dec 19, 2016
    … item for showing the "look at" behavior in the "GifAnim cursors" scene.
  8. Updated the existing input modules to use the new "FollowCursor" (rat…

    zachkinstner committed Dec 19, 2016
    …her than duplicating that functionality in each module).
  9. Updated instances of Hovercast in the example scenes to use "outer" e…

    zachkinstner committed Dec 19, 2016
    …dges for their "open", "back", and "title" renderers.
  10. Moved the "input scene loaders" group into a prefab. Added the new "f…

    zachkinstner committed Dec 19, 2016
    …ollow" input module into it. Updated several demo scenes to use (and sometimes modify) the new prefab.
  11. Added "follow" input module, which simply uses a transform (for examp…

    zachkinstner committed Dec 19, 2016
    …le, from the VR headset) to control a cursor.
Commits on Dec 16, 2016
  1. Updated the Vive input module with more per-cursor settings (similar …

    zachkinstner committed Dec 16, 2016
    …to latest Oculus Touch input module).
  2. Improved the Oculus Touch input module with more per-cursor control (…

    zachkinstner committed Dec 16, 2016
    …including choce of "trigger" and "size" input sources).
  3. Fixed issue that allowed constant back-and-forth selections when two …

    zachkinstner committed Dec 16, 2016
    …cursors were near two different radio items.
Commits on Dec 15, 2016
  1. Fixed issue that allowed an item to become selected if (cursor "A" wa…

    zachkinstner committed Dec 15, 2016
    …s close enough to max out the item's highlight) and (cursor "A" was actually nearest to a different item) and (cursor "B" moves anywhere into highlight range).