|
class | AbstractHoldDetector |
|
class | AnimationCurveUtil |
|
class | AppGlobals |
|
class | ArrayPool |
|
class | AssetFolder |
| A convenient serializable representation of an asset folder. Only useful for editor scripts since asset folder structure is not preserved for builds. The asset folder struct itself is still available at runtime for serialization ease, but the Path property will not be available. More...
|
|
class | AssetFolderPropertyDrawer |
|
class | AutoValueProxy |
| A helpful implementation of IValueProxy. The class is a monobehaviour and so can be attached to game objects. Auto-pushing can also be turned on and off. When Auto-pushing is enabled, the behaviour will push the value on every LateUpdate. More...
|
|
class | BitConverterNonAlloc |
|
class | BoxedIndexableStruct |
| Explicit boxing class for IIndexableStructs that implements IIndexable. More...
|
|
class | BoxedIndexableStructExtensions |
|
class | CapsuleHand |
|
class | Comment |
|
class | CommentEditor |
|
class | ConnectionMonitor |
|
class | CorePreferences |
|
class | CustomEditorBase |
|
class | CustomPropertyDrawerBase |
|
class | DebugHand |
|
class | DefaultCurve |
|
class | DelayBuffer |
|
class | DeltaBuffer |
| Allows you to add to a capped-size ring buffer of Ts and, when full, compute the buffer's average change over time. DeltaBuffer without type parameters supports Vector3s; DeltaFloatBuffer supports floats, and DeltaQuaternionBuffer supports Quaternion rotations. More...
|
|
class | DeltaFloatBuffer |
| A ring buffer of floats with a Delta() function that computes the buffer's average change over time. Delta() will return zero if the buffer contains one or fewer samples. More...
|
|
class | DeltaQuaternionBuffer |
| A ring buffer of Quaternions with a Delta() function that computes the buffer's average change over time as an angle-axis vector. Returns Vector3.zero if the buffer contains one or fewer samples. More...
|
|
class | Deque |
|
class | Detector |
|
class | DetectorLogicGate |
|
class | DisconnectionNotice |
|
class | Drawer |
| Simple drawing interface abstraction (intended for debug drawing, not production!) with statically-accessible backend implementations via HyperMegaLines, Unity Debug drawing, and Unity Gizmo drawing. More...
|
|
class | DrawerExtensions |
|
class | EditorUtils |
|
struct | Either |
| A data structure that represents either a value of type A or a value of type B. The value can never be both A and B. Neither A nor B can ever be null. More...
|
|
class | EnableDepthBuffer |
|
class | Enum |
|
class | EnumEventTable |
|
class | EnumEventTableEditor |
|
class | ExecuteAfterAttribute |
|
class | ExecuteAfterDefault |
|
class | ExecuteBeforeAttribute |
|
class | ExecuteBeforeDefault |
|
class | ExtendedFingerDetector |
|
class | FingerDirectionDetector |
|
class | FingerModel |
|
class | FpsLabel |
|
class | FrameRateControls |
| Provides control of target frame rate. More...
|
|
class | GuiRectUtil |
|
class | HandDrop |
|
class | HandEnableDisable |
|
class | HandModel |
|
class | HandModelBase |
|
class | HandModelManager |
| The HandModelManager manages a pool of HandModelBases and makes HandRepresentations when a it detects a Leap Hand from its configured LeapProvider. More...
|
|
class | HandRepresentation |
|
class | Hands |
| Static convenience methods and extension methods for getting useful Hand data.
|
|
class | HandTransitionBehavior |
| A component to be attached to a HandModelBase to handle starting and ending of tracking. HandReset is called when tracking begins. HandFinish is called when tracking ends. More...
|
|
class | HandUtils |
| Utility methods for constructing and manipulating Leap hand object data.
|
|
struct | Hash |
|
class | Hotkeys |
|
interface | ICanReportDuplicateInformation |
|
interface | IIndexable |
| This easy-to-implement interface represents the ability to index into a collection of elements of type T. IIndexables inherit Query() via an extension method. More...
|
|
class | IIndexableExtensions |
|
interface | IIndexableStruct |
| This is a definition-friendly interface that new "indexable" struct definitions can implement to make it a little easier to implement foreach and Query() operations for their struct. (You can use the IndexableStructEnumerator for this purpose, you just have to pass it type arguments that correspond to your struct type.) More...
|
|
interface | IMinHeapNode |
|
struct | IndexableEnumerator |
|
struct | IndexableStructEnumerator |
| A two-generic-argument variant of an enumerator that allows an IIndexableStruct to quickly define an Enumerator that avoids allocation. More...
|
|
class | InternalUtility |
|
interface | IPoolable |
| Implement this interface to recieve a callback whenever your object is spawned from a pool. More...
|
|
interface | IProgressView |
| This interface describes a generic way to update the progress of an action. More...
|
|
interface | ISerializableDictionary |
|
interface | IValueProxy |
| A simple interface that allows an object to act as a 'proxy' interface to another object. The proxy can store a serialized representation of a value on another object. The value of the proxy can either be updated from the object (pull), or be pushed out to the object (push). More...
|
|
class | KeyEnableBehaviors |
|
class | KeyEnableGameObjects |
|
struct | KinematicState |
|
class | LeapColor |
| Contains color constants like UnityEngine.Color, but for all the colors you can think of. If you can think of a color that doesn't exist here, add it!
|
|
class | LeapEyeDislocator |
| Moves the camera to each eye position on pre-render. Only necessary for image pass-through (IR viewer) scenarios. More...
|
|
class | LeapEyeDislocatorEditor |
|
class | LeapHandsAutoRig |
|
class | LeapImageRetriever |
| Acquires images from a LeapServiceProvider and uploads image data as shader global data for use by any shaders that render those images. More...
|
|
class | LeapImageRetrieverEditor |
|
class | LeapPreferences |
| This attribute is used to add items to the Leap Motion preferences window. This allows each module to define their own preferences and still have them all show up under the same window.
More...
|
|
class | LeapProfiling |
| Utility class used by the LeapServiceProvider for profiling the LeapCSharp dll
|
|
class | LeapProjectCheckAttribute |
| Add this attribute to a settings check. This method will be called often while the Leap Motion Unity Window is open, so it should be as light-weight as possible! If you need to do a heavy check that involves scanning the current scene for example, you should gate the check behind a button. More...
|
|
class | LeapProjectChecks |
| Utility class for working with project checks. Note, most features are only available in the Editor.
|
|
class | LeapProvider |
| Provides Frame object data to the Unity application by firing events as soon as Frame data is available. Frames contain all currently tracked Hands in view of the Leap Motion Controller. More...
|
|
class | LeapProviderExtensions |
|
class | LeapRigUpgrader |
| Can scan the currently open scene and detect instances of an old Leap Rig hierarchy, render a GUI describing the old rig, and provides functionality for automatically upgrading the rig.
|
|
class | LeapRTS |
| Use this component on a Game Object to allow it to be manipulated by a pinch gesture. The component allows rotation, translation, and scale of the object (RTS). More...
|
|
class | LeapServiceProvider |
| The LeapServiceProvider provides tracked Leap Hand data and images from the device via the Leap service running on the client machine. More...
|
|
class | LeapServiceProviderEditor |
|
class | LeapTestProvider |
|
class | LeapUnityWindow |
|
class | LeapXRPinchLocomotion |
| Ensure this script is on your player object and set to execute before the LeapXRServiceProvider More...
|
|
class | LeapXRServiceProvider |
| The LeapXRServiceProvider expands on the standard LeapServiceProvider to account for the offset of the Leap device with respect to the attached HMD and warp tracked hand positions based on the motion of the headset to account for the differing latencies of the two tracking systems. More...
|
|
class | LeapXRServiceProviderEditor |
|
class | ListAndArrayExtensions |
|
class | Maybe |
| A struct that represents a value that could or could not exist. Unlike the built-int nullable types, you are unable to access the value unless it does exist, and will never recieve a null value. More...
|
|
class | MinHeap |
|
class | MinimalHand |
|
struct | Movement |
|
class | MovementExtensions |
|
class | MultiTypedList |
| Represents an ordered collection of objects of type BaseType. More...
|
|
class | MultiTypedListUtil |
|
class | MultiTypedReference |
| Represents a single reference to a value of type BaseType. More...
|
|
class | MultiTypedReferenceUtil |
|
class | OldRigHierarchy |
| Description of an old Leap VR rig from before Core version 4.4. More...
|
|
class | PalmDirectionDetector |
|
class | PinchDetector |
| A basic utility class to aid in creating pinch based actions. Once linked with a HandModelBase, it can be used to detect pinch gestures that the hand makes. More...
|
|
class | PipeFileSyntax |
|
class | PolyFinger |
|
class | PolyHand |
|
class | Pool |
| A very lightweight pool implementation. When you call Spawn, an object of type T will be returned. If the pool was not empty, the T will be taken from the pool. If the pool was empty, a new T will be constructed and returned instead. Calling recycle will return a T to the pool.
|
|
struct | Pose |
| A position and rotation. You can multiply two poses; this acts like Matrix4x4 multiplication, but Poses always have unit scale. More...
|
|
class | PoseExtensions |
|
class | PostProcessProvider |
|
class | PostProcessProviderEditor |
|
class | ProduceConsumeBuffer |
|
struct | ProfilerSample |
| A utility struct for ease of use when you want to wrap a piece of code in a Profiler.BeginSample/EndSample. Usage: More...
|
|
class | ProgressBar |
| This class allows you to easily give feedback of an action as it completes. More...
|
|
class | ProximityDetector |
|
class | ProximityEvent |
|
struct | ReadonlyHashSet |
| A simple wrapper around HashSet to provide readonly access. Useful when you want to return a HashSet to someone but you want to make sure they don't muck it up! More...
|
|
struct | ReadonlyList |
| A simple wrapper around List to provide readonly access. Useful when you want to return a list to someone but you want to make sure they don't muck it up! More...
|
|
struct | ReadonlySlice |
|
class | ReadonlySliceExtensions |
|
class | ResaveUtility |
|
class | RiggedFinger |
| Manages the position and orientation of the bones in a model rigged for skeletal animation. More...
|
|
class | RiggedHand |
| A skinned and jointed 3D HandModel. More...
|
|
class | RigidFinger |
|
class | RigidHand |
|
class | RingBuffer |
|
class | SDictionaryAttribute |
|
class | SerializableDictionary |
| In order to have this class be serialized, you will always need to create your own non-generic version specific to your needs. This is the same workflow that exists for using the UnityEvent class as well. More...
|
|
class | SerializableDictionaryBase |
|
class | SerializableDictionaryEditor |
|
class | SerializableHashSet |
|
class | SerializableHashSetBase |
|
class | SerializableHashSetEditor |
|
struct | SerializableType |
|
class | SHashSetAttribute |
|
struct | SingleLayer |
| An object you can use to represent a single Unity layer as a dropdown in the inspector. Can be converted back and forth between the integer representation Unity usually uses in its own methods. More...
|
|
class | SingleLayerEditor |
|
class | SkeletalFinger |
|
class | SkeletalHand |
|
struct | Slice |
|
class | SliceExtensions |
|
class | SlidingMax |
|
class | SmoothedFloat |
| Time-step independent exponential smoothing. More...
|
|
class | SmoothedQuaternion |
| Time-step independent exponential smoothing. More...
|
|
class | SmoothedVector3 |
| Time-step independent exponential smoothing. More...
|
|
class | StationaryTestLeapProvider |
|
class | StreamingAsset |
|
class | StreamingAssetPropertyDrawer |
|
class | StreamingFolder |
|
class | StreamingFolderPropertyDrawer |
|
class | TransformHistory |
| Implements a resample-able transform history. More...
|
|
class | TransformUtil |
|
class | Type |
|
class | UnityMatrixExtension |
|
class | UnityQuaternionExtension |
|
class | UnityVectorExtension |
|
class | Utils |
|
class | XRHeightOffset |
|
class | XRHeightOffsetEditor |
|
class | XRSupportUtil |
| Wraps various (but not all) "XR" calls with Unity 5.6-supporting "VR" calls via #ifdefs.
|
|
HandModelBase defines abstract methods as a template for building Leap hand models