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Use Oculus line-of-sight to control cursor #7
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Script: using UnityEngine; public class FocusPoint : MonoBehaviour {
} |
Actually it seems it works in combination with this script which is attached to a GameObject called Focus. using UnityEngine; public class Reticle : MonoBehaviour {
} |
@ddutchie sorry, I'm not understanding what this code does yet. Is it somehow setting the cursor's I'm thinking about the following approach:
I'm going to give this a try today. |
Sorry I didn't clarify. These are the old scripts used to set the transform position of a Focus object to the intersection of a collider and a ray cast from one of the oculus eye cameras in the scene. But your way works. I'm just throwing ideas your way. Once my coding is on par, i'll contribute in an legible manner. Very excited to see what happens here. Sent from my iPhone
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The new "Leap Look" input module is fun to use! It follows the approach I outlined above. Please see the To move from the
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The latest commit includes a "Cursor Horizontal Offset" setting for the A value of |
When using this mode, I find that I don't "look" as much as I just move the menu hand to meet a mostly-still cursor. I suppose I do this somewhat with the regular Leap input mode, too. I often rotate the menu hand so that (for example) the items at the top of the arc are closer to my fingertip-based cursor. This is an interesting side-effect of proximity-based selections, where both "sides" move freely. You can treat both sides as dynamic/moving, or choose to treat one side as being static/fixed. |
This is it. Great Job man. Your observations are correct. I've been doing the same and so have some testers. |
Here's a conceptual build https://dl.dropboxusercontent.com/u/7090379/Orientation1.zip xbox controller (Y) or Keyboard T teleports the player to various locations. |
@ddutchie, thanks for that feedback -- I'm glad it's working well for you and your testers! I'll need to create a "LeapLook" version of the demo so that others can try it out. Thanks for sharing that build -- it loaded and ran for me without any problems. Looks like you've got Hovercast integrated nicely! I used the menu to change the materials, sky, and lighting in the scene. Once you're ready with a full prototype/release, let me know, and we can add your project to the new Hovercast Showcase page! |
I had some issues with leap quads not overlaying leap input and decided to adopt the latest updates from unity nav branch. I am unable to get the leap passthrough, thats probably disabled somewhere in one of the scripts. Great new system. Haven't had to look at documentation yet. Only annoyance is that everything is prefixed with demo. Jks But seriously. This is good. I'll start making some color combos. Perhaps some more presets? Sent from my iPhone
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The
I disabled these in Hovercast's demo environment. You can find the "Quad" objects within "LeftEyeAnchor" and "RightEyeAnchor" (these are all part of the Oculus prefab) and re-enable them. These "Quad" objects display the Leap Motion pass-through images.
Sorry, no ideas on this one. It seems unlikely that it's related to Hovercast.
Thanks! |
I created a new Input Modules document. It includes details about the |
I created a build (PC/Mac) using the latest |
The change in #10 (increased "hit area") is a big improvement for the "look" mode. You can now make selections via the center/inner parts of the menu segments. Previously, the "hit area" was only along the outer edge of the segment. |
Watch the new "Leap Look" demo video >. |
@ddutchie wrote:
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