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Question by pajamajama · Dec 27, 2013 at 10:10 PM · inputmousemonobehaviourngui

NGUI with Leap Motion, or NGUI without mouse

I'm trying to call events on the NGUI Button Script, such as OnPress, OnHover, etc., using the Leap Motion Controller.

These messages are called just fine with the mouse but how would I call these functions if the user is not using a mouse and is using an alternative input device?

Thank you for your suggestions!

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avatar image Statement · Dec 27, 2013 at 10:16 PM 0
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I'll leave this as a comment as I am a newbie NGUI user and can't consider this as a complete answer. Check out UICamera class as I think you can follow the events around there. Hopefully you can easily add a new controller to the system, to simulate mouse clicks.

avatar image iwaldrop · Dec 27, 2013 at 10:28 PM 0
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I've never used the Leap Controller, but can you already get the 'touch' and 'drag' equivalent events?

Once you have the events you'd want to and add a ProcessLeap (or similar) method which uses that data and call it according to some conditions similar to how it's already done in NGUI's update loop where ProcessTouches, Process$$anonymous$$ouse and ProcessOthers are called.

avatar image pajamajama · Feb 07, 2014 at 09:13 PM 0
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Statement, thank you! You led me to the code I needed to modify.

avatar image GeorgeEye · May 05, 2015 at 02:00 PM 0
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Hi Can you please help me doing the same, I am a beginner in Unity 3D and I am using the same libraries. at the moment menus are working fine with the mouse. but I need to do it trough unity. I managed to put the hands into my scene, however, I don't know how to use them as inputs. i really need your help please. Thanks

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Answer by seandres · Jan 15, 2014 at 04:01 PM

Try with the package Leap Motion Interactions (http://u3d.as/content/pixelplacement/leap-motion-interactions/5dk) It could be useful for you.

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avatar image pajamajama · Feb 07, 2014 at 09:17 PM 0
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Thank you for the suggestion, but that package did not help.

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Answer by pajamajama · Feb 07, 2014 at 09:16 PM

As pointed out by Statement, I needed to modify the UICamera script.

In a nutshell, I did a search for any code that was using "Input.MousePosition" and replaced it with Camera.WorldToScreenSpace().

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