Not sure if this is best suited for here or Unity or MS forums anymore, but we'll try StackOverflow.
I've been trying to reproduce Hololens tutorial 211 using the HoloToolkit. I'm just trying to do section 1, and reproduce the hand recognition.
In this situation, I've used all the files that are in the HoloToolkit that shared a name with those in the tutorial - except for Singleton, which seems to work differently in the two cases. For any files in the tutorial that were not in the Toolkit, I copied them over.
While the HandsManager is triggered and private void InteractionManager_SourceDetected(InteractionSourceState hand) gets called and sets the handsDetected to true, and handDetectedGameObject is set to active, nothing seems to change regarding the cursor. I'm not sure what information would be useful to reproduce this beyond what I wrote (I don't think it makes sense to drop so many files here on SO), but does anyone know why this might be? I'm using the same CursorFeedback script and I've attached the HandDetectedFeedback prefab as its HandDetected Asset, using a homemade prefab with a Billboard.cs component as the Feedback Parent.
If any more information here is useful let me know and I can provide it.
I haven't looked at the tutorials in a long time, but last time I did they were horribly out of date. Getting input from the Toolkit has changed dramatically since they were written.
You need to add the InputManager component to your scene from the Toolkit. Then create a script and add it to your scene that implements the interface ISourceState and implement "OnSourceDetected" and "OnSourceLost", which trigger when a hand is detected and when it is lost.
For more details you can reference the documentation from the HoloToolkit:
https://github.com/Microsoft/HoloToolkit-Unity/blob/master/Assets/HoloToolkit/Input/README.md
or check out the more complete tutorial that is up to date I have on my web site. This part of the tutorial specifically implements hand and click recognition:
http://www.cameronvetter.com/2017/01/03/hololens-tutorial-finalize-spatial-understanding/
Related
Right now I am trying to create an android object recognition application (it will be through an image) with Vuforia and Unity.
What I will show will be a 3D map, but in addition to showing it I want to present information of certain parts of the model (buildings, etc.) either by pressing it or pointing it at a similar point than in virtual reality..
What I want to create is something like this:
https://www.youtube.com/watch?v=y70yStPCBHA
I am very novice and as much as I try to understand how to do it, I do not succeed. Try searching for information on different websites, but I couldn't find anything similar to the video.
I hope you can help me, I would appreciate it.
I am sorry for my bad english.
your problem is not as complex as you might think. You should try searching for stuff not as a complete structure of every functionality that you need but you should break it down to smaller components.
In the instance you could just serch for how to detect touch on a game object in unity and you can find a lot of stuff about that. It's a good thing to get used to because you can find separate guides for all the components you need and then just combine everything together.
Check this video out about raycasting from touch to game object, it should be everything you need: https://www.youtube.com/watch?v=0sFrDJKwsdM
hope this helps!
We've setup the leap motion, got it to successfully run in Standard Unity by moving the DLLs around per instructions, and can successfully track hand positions when running the scenes in this demo. But we cannot grab objects in any scene. We have only gotten the Boxing and Flying scenes to work, because those in fact requires no gestures, simply pushing outwards knocks the bag around, or just detects relative positions of hands to cause flight. But the actual grab action we cannot get to execute, in Unity only. The Airspace apps (orientation + freeform) work fine, and the Visualizer works fine.
See this video short video of us trying http://youtu.be/9kTXCEwUhoc The documentation for the Boxing, ATVDriving, and Weapons all just say to grab when colliding, but we've tried many times and cannot get it to execute even once. The rings should turn red like exactly here https://www.youtube.com/watch?v=RA7a6foNlHo&t=1m8s but they never do, always staying blue no matter what we do.
Any idea what's wrong?
Demo Pack Documentation: https://developer.leapmotion.com/documentation/skeletal/csharp/devguide/Unity_Demo_Pack.html
GitHub project: https://github.com/GameMakersUnion/LeapTest (already has DLLs setup for Standard -free- Unity)
This question was answered on the Leap Motion forum; thought I'd copy it here:
Are you trying to grab objects in general or are you trying to get the demo pack to work?
I don't really know why the demo pack doesn't work as I don't know very much about it, but if you're trying to make an app to grab objects you might check out our v2 tracking and skeletal assets.
developer.leapmotion.com //
https://www.assetstore.unity3d.com/en/#!/content/177703
There's a few demos in our gallery that show grabbing, specifically the RagdollThrower example.
Also, next week we'll be updating the skeletal unity assets with more powerful grabbing.
Not sure if this is what you're looking for, but I thought it might be of interest.
(Source: https://community.leapmotion.com/t/anyone-here-tried-the-unity-demo-pack-we-cant-grab-objects-in-it/1415)
What you need is to look for the Physics model for Hand Pinching something like that. but the word pinch is the trick.
You can add the pinching to your hand contoller or sandbox, then the object should have Rigidbody to be grabable.
Please contact if you want to share info about leap and C#
I am working on a project in C# using WPF to attempt to make a program much like http://www.scaleofuniverse.com/.
I know it can easily be done in flash but I want to integrate the controls into other platforms (ie the new Leap motion and Kinect). I know I could rig it so that the kinect emulates key presses onto a flash game but i would really like to figure out making this in C#. I completed a few basic tutorials on basic animation and storyboarding but i've found nothing that indicates the project i want to complete can even be done! Am i biting off more than i can chew or am i over-complicating the program somewhere? I am only in the design stage so i do not have any source code for review (still completing tutorials). I really want to know if this project is even plausible before I continue working on it.
It definitely can be done in WPF. Here is an example of a custom zoom control for WPF http://www.ab4d.com/ZoomPanel.aspx.
I have been trying to find some things online about how to make your own visualizer that responds to sound, But so far I only could find tutorials for on a mac.
I also found some premade visualizer but prefer not to spend 50$ on a asset for it
theasset
I was wondering of somebody could maybe tell me how to basicly code a particle system to respond to sound interactions such as certain frequency's
I've found a nice tutorial here: http://www.41post.com/4776/programming/unity-making-a-simple-audio-visualization.
It is able to get different frequencies from the sounds and do something accordingly. You can try and change the variables of the particle with it.
Another thing I found is a project which analyses the spectrum of sound. You can download it here.
I also found this tutorial which generates a level based on the sound.
These links no longer works
Try them out and let us know what you thought of them and if they helped! Good luck.
I'm an electronics engineer used to coding in embedded C and assembly, but I decided to start learning higher-level stuff like C#, .NET, etc., so I can start making software as a hobby. I have a great idea for one of my first projects, but after searching several forums for days on end, I'm left not really knowing what would be the easiest path forward.
The functionality that I'm looking to create is pretty similar to the idea of a photo slideshow, but applied to videos instead. The program would open a playlist or a folder full of videos and then play the videos in a random order, starting from a random starting position, and with a fixed duration (let's say 10 seconds as an example). You would end up being able to watch a sort of "video montage" that consisted of small clips from random parts of the videos in the playlist, shown in a random order, ad infinitum until the program is closed.
There are a number of ways I could tackle the problem:
Develop a standalone video player with the fixed functionality of showing "video slideshows." DirectX has the Microsoft.DirectX.AudioVideoPlayback API that
could be a good starting point. I found an example here: http://www.dreamincode.net/forums/topic/111181-adding-video-to-an-application/
Modify an open source project to add the desired functionality. I've seen a few cool projects that could get me started, like this simple C# Movie Player: http://www.codeproject.com/Articles/18552/C-Movie-Player
Use a scripting interface to implement this functionality on an existing media player, like VLC or Winamp. You could also control VLC via C#, like the example here: Controlling VLC via c#
I realize that the obvious answer for most people would be to "use whatever you're most comfortable with," but since I'm a pure beginner, I don't really have any allegiances to a particular language or development environment. So, I was just curious if anybody had an idea of what might be the least painful option for a beginner.
I also apologize that this is not a very specific programming question. I'm sort of just testing the waters to get my footing. Hopefully, once I get started on the project, I'll be able to come back and post more intelligent and relevant questions!
While your background would lend you toward C#, I recommend investigating something like this and using WPF for the media player. You can then control the media player using a background worker in order to stop the video or queue up the next one. Some other .NET concepts that will be of use to you are FileInfo and DirectoryInfo objects, to provide you with the necessary information about the files. I'm not sure if you've had experience with generic data structures in .NET, but the System.Collections.Generic namespace would be a good place to start to get a feel for data structure you want to keep your playlist in. WPF will also be able to help you with transitions between video clips.
Admittedly WPF is easier with an understanding of the MVVM or MVC design patterns, but I think you'll be able to get something working without having to delve too far into that right up front.