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About the implementation #25

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FranciscoGomez90 opened this issue Jan 16, 2018 · 2 comments
Open

About the implementation #25

FranciscoGomez90 opened this issue Jan 16, 2018 · 2 comments

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@FranciscoGomez90
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Hello, I have a question,

How exactly is implementated the communication with the leap motion??
As far as I know, the Leap Motion service exposes a WebSocket that all the plugins consume in order to be compatible with the device. More info here about this matter here.
I'm currently developing a library which uses Leap Motion but improves their original accuracy by applying computer vision and deep learning techniques.
I do this by replacing the original service for my own implementation with the improved features.
So far, I was debugin with the JavaScript interface and all worked nicely but, when it comes to the Unreal Engine, it doesn't even connects to the websocket. Nonetheless, with the original services everything is working ok.
Is the Leap Motion plugin for Unreal Engine interacting with the Leap Motion device in an alternative way?
Could you please provide some insight about how can I make my implementation compatible with the Leap Motion plugin?

@getnamo
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getnamo commented Jan 17, 2018

Since UE4 supports C++, this leap plugin binds directly to the leap service via Leap.dll (v2 leap.dll, but the leap service provides v3 tracking data to it). You can find api documentation here: https://developer.leapmotion.com/documentation/v2/cpp/index.html

There is also a new modern plugin undergoing alpha testing which binds to the lower level LeapC.dll.

Websockets are not required for either of these bindings and it would be detrimental to depend on its latency for a VR application.

@FranciscoGomez90
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So, since this plugin is not using Websockets at all, I cannot make it work with my implementation of the Leap service.
Thank you for your quick response!

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