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// Daniel Plemmons

Daniel here again! This time around, I’ll talk a bit about how we handled integrating the UI Widgets into the data model for Planetarium, and what this means for you.

The first iteration of Widgets we released to developers was cut almost directly from a set of internal interaction design experiments. They’re useful for quickly setting up a virtual reality interface, but they’re missing some pieces to make them useable in a robust production application. When we sat down to build Planetarium, the need for an explicit event messaging and data-binding layer became obvious.

At Leap Motion, we’ve been working on new resources to make developing VR/AR applications easier, including Widgets – fundamental UI building blocks for Unity. In this week’s Developer Diaries, we’re covering a complete overview of the project as it’s developed to date in a special 7-part series.

We’ll start with a look at Planetarium, which we designed to showcase the various widgets as you explore the stars and travel through time. The demo is available now on our Developer Gallery and the full source will soon be available through our developer website.

Quick Switch

A few weeks back, we shared a new Unity3D demo featuring “Quick Switch” functionality – opening up the ability to switch between a VR application and a camera overlay. With the release of our latest Unity assets for v2.2.2, Quick Switch is now available for developers. The assets include Prefabs that make it easy to integrate Quick Switch functionality into any Unity VR application.

We’re always looking for ways to improve the experience of developing with the Leap Motion Controller, so I’m excited to share a new tool in the toolbox for Unity3D developers. The Unity3D Boilerplate is a lightweight set of scripts and prefabs meant to get your new or existing Unity3D project Leap Motion-enabled as quickly as […]

Games, virtual reality, news aggregators, e-commerce, and even a development library built on top of LeapJS – these were just a few of the cool projects we saw at last month’s #ATXHack2014. Working with Compare Metrics, we brought together about 25 developers, hackers, and designers to build prototypes of next-generation interfaces. The finalists are being […]

Over the years, traditional menu design practices have developed along the lines made possible by hardware. Unfortunately, as a result, many of these practices don’t apply to apps built for natural user interfaces (NUIs) like the Leap Motion Controller – so that creating great menus is an ongoing challenge for Leap Motion developers. Recently, by experimenting with some alternative approaches, we’ve managed to push past these growing pains and overcome some of these hurdles in menu design.