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Update support for the latest Leap/Oculus SDKs #32

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zachkinstner opened this issue Aug 26, 2015 · 5 comments
Closed

Update support for the latest Leap/Oculus SDKs #32

zachkinstner opened this issue Aug 26, 2015 · 5 comments
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@zachkinstner
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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.

@zachkinstner zachkinstner self-assigned this Aug 26, 2015
@zachkinstner zachkinstner added this to the Near-Term milestone Aug 26, 2015
@ilanb
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ilanb commented Sep 20, 2015

Hi zachkinstner,

Can you tell me what version of unity, oculus and leapmotion should I use to play with your 1.3 version of Hover-VR-Interface-Kit.
I'm on Mac...

Thanks

@zachkinstner
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Hi @ilanb, you should be able to get the following combination to work:

Oculus 0.5: Newer versions are not compatible with Mac, see this question

Leap Motion 2.2.4: Because version 2.2.6 changed Finger.Type from method to property, the 2.2.6+ versions are not immediately compatible with Hover VR. You can update (and rebuild) your local Hover VR code to be compatible with the latest Leap Motion version, see my instructions in this forum discussion.

Unity 4.6 or 5.0: The demos within this project all use Unity 4.6, but lots of us have been using Hover VR in Unity 5 projects. You may need to let Unity do it's auto-upgrade process when installing the Hover VR Unity package. There is a known issue when using Unity 5.1+, see my workaround instructions in this forum discussion.

@ilanb
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ilanb commented Sep 20, 2015

Thanks for quick reply zachkinstner !

@zachkinstner
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The new Leap Motion assets (Core Assets 3.0.0) are now available. I have started work on this upgrade today -- see my commits on the master branch from Sep 28, 2015.

This upgrade will require some rework of the existing demo scenes, since the VR-based cameras are now supported directly by Unity (rather than placing an Oculus prefab into the scene). I did convert one demo scene so far, and it seems to work as expected.

@zachkinstner
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This is now available in Hover VR v1.4.0.

@zachkinstner zachkinstner removed this from the Near-Term milestone Dec 14, 2016
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