Code Monkey home page Code Monkey logo

leapmotion_hololens_asset's Introduction

Hi there ๐Ÿ‘‹

Zhengyi's GitHub stats

leapmotion_hololens_asset's People

Contributors

zhengyiluo avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

leapmotion_hololens_asset's Issues

Leap Motion SDK version used

Hi,

Thanks for this great solution!

I was able to successfully use your code in a project. I am trying to update the Leap Motion code version to a newer version, while also trying to make it work in Unity Holographic Simulation so both solutions can be used.

For this, I would do a three way merge between your changes, the Leap Motion version you used and the newer version. I would like to know the version of the Leap SDK you used for this project, or a commit number from their Github, or the approximative date you pulled these scripts?

Thank you !

App crashes with System.MethodAccessException

Hi and thank you for making this asset.
Sadly I can't quite get it to work. It tells me of a method access exception in regards to the Lerp function when temporal warping. This happens at the very beginning of the app startup. So it seems I somehow cannot access parts of the assembly, but I'm having a hard time debugging this.
Here is the exception message:

Exception thrown: 'System.MethodAccessException' in Assembly-CSharp.dll
An unhandled exception of type 'System.MethodAccessException' occurred in Assembly-CSharp.dll
Attempt by method 'UnityEngine.Internal.Types.$UnityType159..ctor()' to access method 'Leap.Unity.LeapVRTemporalWarping+TransformData.$Invoke0Lerp(Int64, Int64*)' failed.

Used files:
Mixed Reality Toolkit Release 2017.2.1f1
Unity Version 2017.2.1f1 and 2017.3
Your Leapmotion_Hololens Asset

Used Scene is the Hand scene included in your asset.
Build target is uwp (standard project settings set by the mixed reality toolkit)
Tried this with the hololens emulator as well as an actual hololens.

I'd be thankful for any help you can give.

Easier building

You can use the #if NETFX_CORE directive to allow Unity to compile while ignoring the unsupported websockets code.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.