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After importing resources into unity, there will be missing script errors in the prefab, and there will also be missing prefab errors in the demo. If you can help me fix these errors, I will improve my rating.
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0
0
퍼블리셔 답변:
2 years ago에 답변됨
What version of the Ultraleap Plugin are you using? Our asset at that moment, as stated in the description, only supports plugin versions 5.5 - 5.7. You can download the required version here: https://github.com/ultraleap/UnityPlugin/releases?page=3#:~:text=Compare-,Unity%20Plugin%205.7.0,-Tracking%20contains%20stable
c
Is it available for Oculus Quest Hand Tracking ?
3 years ago
chinmayICT이전 버전 1.1
I have been using them for my LM tasks and they are just so realistic. Loved them.
I wanted to integrate them into Oculus but the hand transforms here and that in Oculus seem to vary a lot. Any idea if they will be available for Oculus?
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0
0
퍼블리셔 답변:
3 years ago에 답변됨
Unfortunately, we do not have oculus device, so it will be very difficult for us to help you(
j
Didn't work for me
4 years ago
jayconsystems버전 1.5
The hands and arms are amazing, but the forearm was very badly calibrated in the prefab and I could not get it to look "normal". Tracking was working, but the offsets for the forearm were off and I couldn't guess the correct offsets to make it look good. Only the hands worked "out of the box".
This asset is supposed to be a plug and play, but it didn't work like that. If the owner contacts and helps me out, I will increase the rating.
Unity v2019.3.6f1
Ultraleap Tracking v5.7.0
EDIT #1:
The publisher got back to me very fast and successfully addressed the problem with a new update in lightening speed! Yayyy
However, whenever I increase or decrease the scale of the hands prefab, the whole prefab breaks (the offset of the hand and the elbow becomes wrong like before). My guess is that the offsets in the skinned mesh are not scalable through the main Transform. How can I change the scale then of the whole hands then?
Also, I would like to add rigid bodies and capsule colliders to these hands too like how Ultraleap does in their "RigidRoundHand_L" prefab, located at: Ultraleap -> Tracking -> Core -> Runtime -> Prefabs -> HandModelsPhysical. What is the easiest way to do this such that my hands are able to interact with other physical elements in the scene?
Thank you.
EDIT #2
The publisher again got back to me very quickly and even updated the assets based on my feedback. He is awesome!
As far as my problem with scaling goes, I just discovered that it's a known problem from Ultraleap themselves, and it remains an issue up to this date. If Ultraleap doesn't support scaling of their hands, then it makes sense that the publisher wouldn't too, since this is an asset specifically designed for Ultraleap.
I'm very happy with the asset, especially with how the publisher got back to me every time I needed help.
Definitely recommend it.
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1
0
퍼블리셔 답변:
4 years ago에 답변됨
We see a problem with forearms when Leap Motion Plugin 5.5+ in use,
current hands version is working correctly only with 5.0 - 5.4.
We've already fixed it.
The asset has already been updated and is waiting for approval in the store.
If you need a version for 5.5+ you can wait about a week until it appear on the store or just write to me (zhivaevdmitry@gmail.com) and I will send it to you immediately.
EDIT #1:
1. Unfortunately you can only use the union (1.0) scale with hands. You can try resizing the default arms from the Core Asset, such as the skeleton arms, and you will have the same problem. You can find more info here: https://github.com/ultraleap/UnityPlugin/issues/1066
2. We have just updated asset and added a demo scene with physics and interaction.
V
Good asset. Great job!
6 years ago
VirtualisDev이전 버전 1.1
It works perfectly. 4 stars because there is only one texture for each hand with strange white parts on fingers and forearm (not as realistic as expected).
I hope the female hand will come soon!
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s
Great hands!
6 years ago
savelievpetr이전 버전 1.1
One of the best model in the store. Team what's about female version of them?
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퍼블리셔 답변:
6 years ago에 답변됨
Unfortunately we are insanely busy now(
As soon as free time appears, we will immediately release the female version.
How can I use this model in a Hololens Unity project?
My current situation is: 1. If the object is used only as a model, it will deform. 2. If it is used under the LeapMotion component, an error will be reported when exporting UWP.
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퍼블리셔 답변:
6 years ago에 답변됨
Sorry that we did not answer for so long, we had New Year holidays in our country)
I would really like to help you, and if I had a Hololens, I would definitely do it.
Without it, task becomes almost impossible.
These assets look great, however they don't appear to follow the same rigging as the Leap's Physical Hands.
This means that without significant adjustment, use with Leap's interaction system is flawed.
edit: Super quick update from the producer! thanks a bunch - I look forward to using it with the interaction tools.
이 리뷰가 도움이 되었나요?
1
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퍼블리셔 답변:
6 years ago에 답변됨
We saw the problem and have already fixed it.
An update for the asset is pending and will appear within several days.
UPD:
Unfortunately approval is delayed for an indefinite period, we apologize.
P
Epic!
7 years ago
PracticallyGeek이전 버전 1.1
Would love to score this top but even following import order didn't work - tried but all it does is show the 360 environment and my Vive headset just spins on its axis. The core assets examples all work fine.
Dev responded instantly and gave me super clear instructions on how to make this work, super happy and after experiencing the hands in VR with leap motion its insane. 5/5 for this asset! Amazing.
이 리뷰가 도움이 되었나요?
1
1
퍼블리셔 답변:
7 years ago에 답변됨
Try to substitute hands prefabs with ours in the demo VR scene of Core Asset.
Our asset doesn't depends on any VR helmets, it is just prefabs of hands.
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