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Merge pull request #88 from leapmotion-examples/update-version-numbers
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Update versions and remove individual widget documentation.
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protodeep committed May 21, 2015
2 parents d63f4bb + 221509b commit 1b64e72
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2 changes: 0 additions & 2 deletions Assets/LeapMotion/CoreAssetVersion.txt

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2 changes: 1 addition & 1 deletion Assets/LeapMotion/Dependencies.txt
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This Unity Asset is dependent on Leap Motion tracking and the Leap Motion Controller which can be installed from: https://developer.leapmotion.com/
This Unity Asset is dependent on Leap Motion tracking and the Leap Motion Controller which can be installed from: https://developer.leapmotion.com/
3 changes: 3 additions & 0 deletions Assets/LeapMotion/Version.txt
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Leap Motion Unity Asset Version: 2.3.0
Leap Motion Version at Release Time: 2.2.5+26752
Oculus Rift SDK/Runtime Version at Release Time: 0.5.0.1-beta
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5 changes: 0 additions & 5 deletions Assets/LeapMotion/Widgets/README_BEFORE_UPDATING.txt

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8 changes: 0 additions & 8 deletions Assets/LeapMotion/Widgets/README_BEFORE_UPDATING.txt.meta

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1 change: 0 additions & 1 deletion Assets/LeapMotion/Widgets/dependencies.txt

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4 changes: 0 additions & 4 deletions Assets/LeapMotion/Widgets/versions.txt

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25 changes: 7 additions & 18 deletions Assets/LeapMotion/readme.txt
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Leap Motion Skeletal Assets (beta)
Leap Motion Core Assets

These assets go along with our V2 Skeletal Tracking Beta. There are multiple
These assets go along with our V2 Skeletal Tracking. There are multiple
customizable hands, a physical "RigidHand" and some useful gestures that
interact with the physics engine like magnetic pinching.
interact with the physics engine like magnetic pinching. There are also
prefabs and examples to support Oculus VR Head Mounted Display applications.

Before you begin:
You first need Leap Motion Skeletal V2 Tracking installed from:
Expand All @@ -24,9 +25,8 @@ Getting Started:
Physics and the RigidHand prefab:
Our current physics model is a Box Collider for each bone and palm. This
is great for patting, touching, flicking, and scooping objects. If you want
to grab objects you can use some of the resources in the Demos or the
Interaction Utilities (see below) which give you one handed and two handed
grabs.
to grab objects you can use some of the resources in the Demos which give
you one handed and two handed grabs.

Customizing Hands:
There are two HandModel fields in the HandController prefab
Expand All @@ -49,21 +49,10 @@ Tools:
with these assets: a flash light and a low fidelity spatula but there will
be more in the future. Please send in any requests.

Interaction Utilities:
We are developing a more complex system to manipulate objects. It is
currently in an alpha state so may be unstable and may not be comptabile
with current features.

Head Mounted Displays:
If you want to track your hands from a head mounted display, you can place
the HandController prefab as a child of the main camera facing forward.
Don't forget to also check "Optimize for top-down tracking" in the Leap
Motion global settings on your computer.

Examples:
There are plenty of examples using these assets available at:
https://github.com/leapmotion-examples/

Questions/Bugs/Feature Requests?
Please send an email to mtytel@leapmotion.com
Please post on https://community.leapmotion.com/c/development

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