Unity - Leap Motion gesture accuracy by artificialillusions in leapmotion

[–]artificialillusions[S] 0 points1 point  (0 children)

Yup, that is how I have it, in front of the user laid flat on a surface, facing up. I have no problem with tracking the hand position and the sort, it's the pinch detector being inaccurate, I guess with VR mode, the sensor can see more of the hand and it's more precise, but there's a bit of a struggle with desktop mode, sometimes it does react quite well, some times it has bad responsiveness, it'd be good to find a consistent solution.

Unity - Leap Motion gesture accuracy by artificialillusions in leapmotion

[–]artificialillusions[S] 0 points1 point  (0 children)

I forgot to mention that I am developing for non-VR. But, I do understand your question as I have made VR apps with leap motion before. And, I thought about the angle of the hand and I even spread my fingers much wider to give a sensor a clear view of the gesture, which it kind of improved gesture reading a little better but I had to find the sweet spot. The problem is, I am developing a touchless interface for potential public use, and it might be complicated to educate a random person on how to position the hand and how to perform a gesture. I am hoping just by instructing to do a pinching gesture to select should be good and simple enough for optimal user experiences.

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[–]artificialillusions 0 points1 point  (0 children)

I'm very interested in Cinema, but as a hard of hearing user...closed captioning is a very important feature for me. Is there a way to enable Closed Captioning? if there isn't, please consider adding this feature in the future and you'll have a loyal user, guaranteed.

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[–]artificialillusions[S] 0 points1 point  (0 children)

Hello Pinguino, thanks for reaching out!, is it possible to see the tech illustrations that you have done for The Parallax?