// Use this for initialization void Start() { //Application.targetFrameRate = 60; NetworkDataProvider = Resources.FindObjectsOfTypeAll <LeapStreamingProvider>()[0]; LeapDataProvider = Resources.FindObjectsOfTypeAll <LeapServiceProvider>()[0]; switch (FrameEncodingType) { case FrameEncodingEnum.VectorHand: playerState = new VectorFrameEncoding(); NetworkDataProvider.lerpState = new VectorFrameEncoding(); NetworkDataProvider.prevState = new VectorFrameEncoding(); NetworkDataProvider.currentState = new VectorFrameEncoding(); break; case FrameEncodingEnum.CurlHand: playerState = new CurlFrameEncoding(); NetworkDataProvider.lerpState = new CurlFrameEncoding(); NetworkDataProvider.prevState = new CurlFrameEncoding(); NetworkDataProvider.currentState = new CurlFrameEncoding(); break; default: playerState = new VectorFrameEncoding(); NetworkDataProvider.lerpState = new VectorFrameEncoding(); NetworkDataProvider.prevState = new VectorFrameEncoding(); NetworkDataProvider.currentState = new VectorFrameEncoding(); break; } playerState.fillEncoding(handData); }
// Use this for initialization void Start() { //Application.targetFrameRate = 60; if (isLocalPlayer) { switch (frameEncodingType) { case FrameEncodingEnum.VectorHand: playerState = new VectorFrameEncoding(); break; case FrameEncodingEnum.CurlHand: playerState = new CurlFrameEncoding(); break; default: playerState = new VectorFrameEncoding(); break; } //LeapDataProvider = HandController.gameObject.AddComponent<LeapServiceProvider>(); leapDataProvider = handController.gameObject.AddComponent <LeapXRServiceProvider>(); //ENABLE THESE AGAIN ONCE THE SERVICE HAS THESE EXPOSED SOMEHOW //LeapDataProvider._temporalWarping = HandController.parent.GetComponent<LeapVRTemporalWarping>(); //LeapDataProvider._temporalWarping.provider = LeapDataProvider; //LeapDataProvider._isHeadMounted = true; //LeapDataProvider.UpdateHandInPrecull = true; } else { networkDataProvider = handController.gameObject.AddComponent <LeapStreamingProvider>(); //Destroy(handController.parent.GetComponent<LeapXRTemporalWarping>()); switch (frameEncodingType) { case FrameEncodingEnum.VectorHand: playerState = new VectorFrameEncoding(); networkDataProvider.lerpState = new VectorFrameEncoding(); networkDataProvider.prevState = new VectorFrameEncoding(); networkDataProvider.currentState = new VectorFrameEncoding(); break; case FrameEncodingEnum.CurlHand: playerState = new CurlFrameEncoding(); networkDataProvider.lerpState = new CurlFrameEncoding(); networkDataProvider.prevState = new CurlFrameEncoding(); networkDataProvider.currentState = new CurlFrameEncoding(); break; default: playerState = new VectorFrameEncoding(); networkDataProvider.lerpState = new VectorFrameEncoding(); networkDataProvider.prevState = new VectorFrameEncoding(); networkDataProvider.currentState = new VectorFrameEncoding(); break; } } //handController.gameObject.AddComponent<LeapHandController>(); playerState.fillEncoding(null); }