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How to get started with Oculus Quest hands tracking SDK in Unity

The Ghost Howls

I want to start this year and this decade (that will be pervaded by immersive technologies) with an amazing tutorial about how you can get started with Oculus Quest hands tracking SDK and create in Unity fantastic VR experiences with natural interactions! How to get started with Oculus Quest hands tracking SDK in Unity – Video Tutorial.

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From Orion to Mobile VR: Leap Motion in 2016

Leapmotion

This week @LeapMotion will be at @CES w/ their next-gen reference design Click To Tweet. Click To Tweet Leap Motion goes mobile. Our team will be at CES January 5-8 with our Leap Motion Mobile Platform reference design. Redesigning our Unity Core Assets. Unity Module for user interface input.

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My predictions for augmented reality in 2019

The Ghost Howls

Leap Motion. You may ask why I’m adding Leap Motion here. Well, during 2018, Leap Motion has announced the North Star reference design : a cheap augmented reality connected to PC, that is able to detect your hands very well thanks to Leap Motion’s sensor.

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Design Sprints at Leap Motion: Crafting Reactive Behaviors with the Interaction Engine

Leapmotion

strLast time, we looked at how an interactive VR sculpture could be created with the Leap Motion Graphic Renderer as part of an experiment in interaction design. The Leap Motion Interaction Engine provides the foundation for hand-centric VR interaction design.

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How to Upgrade to the Orion Core Unity Assets

Leapmotion

We’ve just released an updated version of our newly overhauled Unity Core Assets for the Orion Beta. There’s never been a better time to upgrade from the older Unity assets for V2 tracking, so we put together a quick guide to show you how. Delete the current Leap Motion assets from your project. Re-create your camera rig.

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Redesigning Our Unity Core Assets Part II: New Features in 4.1.0

Leapmotion

With our latest Unity Core Assets release , we’re excited to unveil full support for the Unity 5.4 And in some cases, we’re adding features to the Core Assets to support upcoming Unity Modules. You can assign a name for your new model pair so you can refer to it at runtime.

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SenseGlove review: a nice DK1 for force-feedback in VR

The Ghost Howls

Experimenting with different force-feedback haptics inside Unity: rigid object, bendable object, breakable object. The finger tracking can be improved and it is worse than the one of Leap Motion, also because every finger has not all its DOF tracked. Structure of the Unity SDK (Image by Senseglove). Applications.

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