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Problems with LeapMotion

Discussion in 'AR/VR (XR) Discussion' started by anonmapletree, Oct 21, 2019.

  1. anonmapletree

    anonmapletree

    Joined:
    Nov 7, 2018
    Posts:
    3
    Hello,
    I'm currently working on an Unity application which leverages the LeapMotion add-on for the HTC Vive. However, I have ran into some issues.

    My sscene is composed by the following objects:
    • Directional Light
    • Ground cube
    • LeapRig with rigged hands ( each hand has an corresponding box collider )
    • Wall which the users can interact with
    Now, this setup should work as follows:
    1. User reactivates the LeapMotion by moving inside the VR sscene
    2. Box ccollider adjusts to the new Position of the hhands
    3. Whenever the user hands collide with the Wall a debug message is printed to the Unity Editor
    Unfortunatly, this is not the case. Instead of adjusting, the ccollider stays at the bottom of the scene
    and therefore no collision can be detected.