Recently, due to the need, I pulled out the Leapmotion sensor from a few years ago and prepared to use Unity3D to make an interactive APP, so I connected to the official website to download the SDK.
After downloading and debugging, I was instantly dumbfounded and asked for a VR device.
Our Lab is not short of VR, we have several sets of VIVE, but we cannot guarantee that Party A will also have it, so we have to solve this problem.
First of all, explain that the new version of Leapmotion has 2 versions of SDK:
1. Orion (VR version)
2. V2 Tracking (old version)
Therefore, to use the V2 version, you need to install 2 things:
1. V2 Tracking SDK (current version 2.3.1)
2. Unity Core Assets (current version 3.0.0)
I thought that it would be enough to install and run Sample directly, but a bunch of Warnings suddenly popped up!
After some tossing, I finally got the example to run smoothly, which requires 3 steps:
1. Refine class
UnityEngine.VR.VRNode -> UnityEngine.XR.XRNode
OVRCameraRig.cs
2. Copy Files - LeapMotionVR/CamRecorder/Scripts/
CamRecorder.cs
CamRecorderInterface.cs
LeapCameraAlignment.cs
3. Copy Files - OVR/Scripts
OVRPlugin.cs
PS: After I debugged it, I suddenly owed money. I downloaded the 2.3.0 version of UnityCoreAssets, and the import runs directly without any Warning.
Nanzhu mushrooms, I want to be quiet~QQ