void Start() { Manus.ManusInit(); glove = new Glove(hand); testloop = 0; hg = HandGesture.Default; }
void Start() { Manus.ManusInit(); glove = new Glove(hand); timer = new Timer(); timer.AutoReset = false; timer.Elapsed += Timer_Elapsed; }
//I start the program. void Start() { Debug.Log("Starting Manus_API"); session = new IntPtr(); lefth = new manus_hand_t(); righth = new manus_hand_t(); leftraw = new manus_hand_raw_t(); rightraw = new manus_hand_raw_t(); myProfileL = new ik_profile_t(); myProfileR = new ik_profile_t(); left_arm = new ik_body_t(); right_arm = new ik_body_t(); isR = false; isL = false; Manus.ManusInit(out session); Debug.Log("Done."); }
/// <summary> /// Constructor which loads the HandModel /// </summary> void Start() { // Ensure the library initialized correctly. Manus.ManusInit(); // Initialize the glove and the associated skeletal model. glove = new Glove(hand); if (hand == GLOVE_HAND.GLOVE_LEFT) { modelObject = Resources.Load <GameObject>("Manus_Handv2_Left"); animationClip = Resources.Load <AnimationClip>("Manus_Handv2_Left"); } else { modelObject = Resources.Load <GameObject>("Manus_Handv2_Right"); animationClip = Resources.Load <AnimationClip>("Manus_Handv2_Right"); } gameRoot = FindDeepChild(gameObject.transform, "Wrist"); modelRoot = FindDeepChild(modelObject.transform, "Wrist"); modelObject.SetActive(true); }
public static void ManusSDKDllInit() { Manus.ManusInit(out session); }