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What's New. Greater finger dexterity and fingertip precision. Better hand pose stability and reliability.
Faster and more consistent initialization. Smoother hand and finger movements. Improved tracking fidelity on backgrounds and bright lighting. More accurate shape and scale for hands. Significantly improved performance on embedded “Rigel” devices. LeapC is now the officially supported API included in the SDK.
LeapAPI has been deprecated. Changed the fingertip location in LeapC applications such that the point defines the center of a sphere whose edge is at the fingertip.
Previous output was defined such that the point was at the edge of the fingertip. Removed LeapCSharp and associated functionality from the SDK. It can now be found as part of. Removed Leap.dll, all associated language bindings (LeapPython, LeapJava, Objective-C) and samples. Added a feature that pauses the device when no clients are connected (note: the Leap Control Panel is a client). LeapC makefile now generates all the samples correctly. Fixed a hang at service shutdown.
Fixed an issue where hands could initialize on top of other hands. What's New:VR Rig Simplification. The number of scripts required to construct a Leap Motion-enabled VR rig has been greatly reduced, and the required rig hierarchy has been heavily simplified. Hand data that is adjusted correctly for XR headset and device latency can now be gotten by adding a single component to the Main Camera, and the hand model pipeline has been simplified to a single manager component driving managed model components. If you are upgrading from an older project that incorporated Leap rigs from Core 4.3.4 or earlier, you can auto-upgrade these rigs by opening the scene that contains them and checking the new Leap Motion SDK window: Window-Leap Motion.Leap SDK.
Added the Leap Motion SDK Window, accessible via Window-Leap Motion. Use this window to scan and upgrade old (Core 4.3.4 and earlier) Leap rigs, check settings for the Interaction Engine, and adjust module preferences for the Graphic Renderer.
The LeapCSharp source is now provided directly in UnityModules and no longer hidden behind a managed DLL. It has received some upgrades in the process, and although it's still a little rough around the edges, it is a useful reference if you would like to construct LeapC bindings for a new language. Added VectorHand, one of many potential lightweight encodings of a Leap Hand. Requires: Core Asset 4.4.0 & Leap Motion Orion 4.0.0 What's New:General. Added the IgnoreCollidersForInteraction component, which causes a Collider to be ignored by the Interaction Engine.
This is intended for trigger colliders that should be considered only for raycasting and not, e.g., for grasping or collision. Removed the (unused and deprecated) RigidbodyWarper script. VR controllers will now be detected at runtime in the IE example scenes that support them. (Previously, they had to be active and visible to Unity as soon as the application started running.) This functionality causes a minimal amount of garbage allocation every few seconds in those scenes, but did not have a noticeable impact on garbage collection times. Requires: Core Asset 4.4.0 & Leap Motion 4.0.0 What's New:. If you are upgrading a project using the Graphic Renderer from 2017.3 to 2017.4, you may experience a crash when opening certain scenes. This is due to sprite library data incompatibility and can be resolved by deleting your Temp and Library folders and re-opening Unity.
Fixed an issue where graphics in Dynamic or Text groups would cause MissingReferenceExceptions when deleted. Note that you cannot delete (or add) graphics in Baked groups, although you can disable them. Fixed an issue where tints and vertex colors were not correctly converted to linear space when the application was targeting linear space rendering. Incremental bugfixes for stability. What's New:This is a hotfix release addressing an issue with the warpingAdjustment variable, which was previously renamed to warpingAdjustment without using the FormerlySerializedAs attribute. This resulted in the adjustment value reverting back to its default value, which was 60.
The recommended value for PC experiences is 17, and so this introduced a 43-millisecond difference in the warping effects, causing significant swim when the user moved their head. Renamed the variable, again without using the FormerlySerializedAs attribute. This is intentional so that any bad values that have been saved into developer's scenes get discarded and overwritten by the new good default, 17. Made it so that unless allowManualTimeAlignment is checked, the adjustment value will do NOTHING. Instead the value is driven by a constant.
This is so that if we want to push out a new value for the default adjustment value in the future, we can just update the constant and all developer's scenes will be automatically updated.Requirements. Leap Motion Orion 3.X. Oculus SDK 1.3. Unity 5.6+.
WindowsCompatible Modules:. What's New:Unity Version. Upgraded Core Assets to expect Unity 2017.1.0p4, a version that patch-fixes a security vulnerability allowing arbitrary code execution. See UNITY-SEC-844. Unity 5.6 and above remain supported.Leap Hands.
Adjusted the default pose offset of the Leap Motion Controller from a tracked headset to be 12 cm forward (previously 10 cm) and a 5 degree tilt downward (previously 0 degrees). This change is expected to improve hand alignment for most VR devices. Added a checkbox to allow manual Leap Motion Controller pose alignment on the LeapVRTemporalWarping script.
Available parameters are forward offset, vertical offset, and upward/downward tilt.
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