Leap Motion issue unity

Hello,
My leap motion isn’t working properly or I am not using it properly with unity. Everything is fine after it reads my hands, but the initial hand read upon game start out of edit mode in unity, has problems. When I press play in unity I enter the game, and the hands enter as well once I position them over the leap. But, the second it reads my hands, the hands destroy/interact with everything in the scene. How do i fix this? I just want the hands to start in a particular place so they don’t interact with anything until my hands want to. Thank you.

Hi holo, I don’t quite understand what’s going wrong, but we have this documentation that can help you get up and running with Leap Motion! Adding a Leap Motion - Looking Glass Creators Guide

If you don’t want the leap hands to interact with things when you first put them in, you could always have them only interact with objects after a certain amount of time or on a gesture, like pinch!

Thank you ! I think your suggestion about putting the leap object closer to my hands in unity fixed a lot as well.

Hi there,

I’m experiencing the same problem as Holo. I downloaded the example scene but when I try to run it, it looks normal until LEAP recognizes my hands and adds it to the scene. When my hands are recognised, all the cubes immediately fly away even if they haven’t interacted with my hands. I tried moving the tracking space so that it didn’t touch the cubes, and they still flew away. How can I fix this?

Thanks!

Hey!
So what I figured out is that I needed to keep the leap closer to my hands in the editor, but have the leap and the hands further away from the objects. Another solution would be to not allow the leap to turn on/read your hands until game start. That can be done with a wait command in C#.

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Just wanted to update this inquiry here for anyone having trouble still… The RigidRoundHand_L/R need to be moved to where the palms are on the hand models, separately… Otherwise you will get this issue where the blocks or objects will be immediately triggered, because, as you can see when selecting RigidRoundHand_L or _R game objects… They are really far away from the palms but close to the objects which will result in an immediate collision… No need for a wait code on this. Just move those palms. Hope this helps, albeit so late… Someone may find it useful one day!

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[quote=“HoloComics, post:6, topic:1699, full:true”]
Just wanted to update this inquiry here for anyone having trouble still… The RigidRoundHand_L/R need to be moved to where the palms are on the hand models, separately… Otherwise you will get this issue where the blocks or objects will be immediately triggered, because, as you can see when selecting RigidRoundHand_L or _R game objects… They are really far away from the palms but close to the objects which will result in an immediate collision… No need for a wait code on this. Just move those palms. Hope this helps, albeit so late… Someone may find it useful one day!
[/quote] Updated this for us ^ Hope you are well ALX!!!

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