void FixedUpdate() { if (m_UseFixedUpdate) { LeapInput.Update(); } }
// Update is called once per frame void Update() { // Updates the Leap Input Data LeapInput.Update(); // Process the Leap Input data processLeapInput(); updateAfterInput(); }
// Update is called once per frame void Update() { LeapInput.Update(); Frame thisFrame = LeapInput.Frame; for (int i = 0; i < thisFrame.Gestures().Count; i++) { Gesture gesture = thisFrame.Gesture(i); Debug.Log(gesture.Id); } }
void Update() { if (!m_UseFixedUpdate) { LeapInput.Update(); } if (Input.GetKeyDown(KeyCode.T)) { LeapInput.EnableTranslation = !LeapInput.EnableTranslation; } if (Input.GetKeyDown(KeyCode.R)) { LeapInput.EnableRotation = !LeapInput.EnableRotation; } if (Input.GetKeyDown(KeyCode.S)) { LeapInput.EnableScaling = !LeapInput.EnableScaling; } }
void Update() { if (!m_UseFixedUpdate) { LeapInput.Update(); } ((LeapUnityHandController)GameObject.FindObjectOfType(typeof(LeapUnityHandController))).Magnitude = this.Magnitude; /* * if( Input.GetKeyDown(KeyCode.T) ) * LeapInput.EnableTranslation = !LeapInput.EnableTranslation; * if( Input.GetKeyDown(KeyCode.R) ) * LeapInput.EnableRotation = !LeapInput.EnableRotation; * if( Input.GetKeyDown(KeyCode.S) ) * LeapInput.EnableScaling = !LeapInput.EnableScaling; */ Leap.UnityVectorExtension.InputScale = m_LeapScaling; Leap.UnityVectorExtension.InputOffset = m_LeapOffset; }