aA5.0.0f4ţ˙˙˙s˙8-l'€Łć„hŒÎA,Œ€7€˙˙˙˙€Ś€˛€Ő€ ހ.€†€Ä€ ހ.€H€Ť€˙˙˙˙€1€1€˙˙˙˙ @ހ€ Q€j€ H€ę€˙˙˙˙ €1€1€˙˙˙˙ @ހ€Q€j€ń€(˙˙˙˙€1€1€˙˙˙˙€ހ€€j€˙˙˙˙€H€›€˙˙˙˙€1€1€˙˙˙˙@ހ€Q€j€y€ € ހ.€y€< ހ.€ހCH€T˙˙˙˙€1€1€˙˙˙˙ @ހ€!Q€j€"H€`˙˙˙˙#€1€1€˙˙˙˙$@ހ€%Q€j€&H€l˙˙˙˙'€1€1€˙˙˙˙(@ހ€)Q€j€*L€{+PPtrm_FileIDm_PathIDm_DefaultReferencesm_Iconm_ExecutionOrderm_ClassNamem_Namespacem_AssemblyNamem_IsEditorScriptČ0ĹňĂôL.`?^Ů0D7€˙˙˙˙€Ś€˛€Ѐڀڀڀ#Ś€+H€3˙˙˙˙€1€1€˙˙˙˙@ހ€ Q€j€ ™€< Ś€H H€Z˙˙˙˙ €1€1€˙˙˙˙@ހ€Q€j€Ѐgڀڀڀ#Ś€+v~ € €– €Ÿ €¨ €ą €ş €Ă €Ě €Ő €Ţ  €ç! €ń" €ű# €$ €% €&Ő€#˙˙˙˙'€1€1€˙˙˙˙(€ހ€)H€j€˙˙˙˙*€1€1€˙˙˙˙+@ހ€,Q€j€-™€*.ހ8/AssetMetaDataguiddata[0]data[1]data[2]data[3]pathNametimeCreatedoriginalChangesetoriginalNameoriginalParentHash128originalDigestbytes[0]bytes[1]bytes[2]bytes[3]bytes[4]bytes[5]bytes[6]bytes[7]bytes[8]bytes[9]bytes[10]bytes[11]bytes[12]bytes[13]bytes[14]bytes[15]labelsassetStoreReflicenseType z{ď@îČă5^(H'7€˙˙˙˙€Ś€˛€ Ő€ ހ#.€,†€Ä€ ހ#.€,H€Ť€˙˙˙˙€1€1€˙˙˙˙ @ހ€ Q€j€ Ő€5˙˙˙˙ €1€1€˙˙˙˙ €ހ€€j€˙˙˙˙€H€›€˙˙˙˙€1€1€˙˙˙˙@ހ€Q€j€y€ € ހ#.€, €I@ž€X @ހ#.€,H€]˙˙˙˙€1€1€˙˙˙˙@ހ€Q€j€H€h˙˙˙˙€1€1€˙˙˙˙ @ހ€!Q€j€"H€z˙˙˙˙#€1€1€˙˙˙˙$@ހ€%Q€j€&MonoImporterPPtrm_FileIDm_PathIDm_DefaultReferencesexecutionOrdericonm_UserDatam_AssetBundleNamem_AssetBundleVariant˜˙˙˜@  ˙˙ŕyŻŘiss˙˙Żžę…Ô@¤ąŇ×ÖP>Assets/LeapMotion+OVR/DemoResources/Scripts/MovementManager.csMovementManagerđusing UnityEngine; using System.Collections; public class MovementManager : MonoBehaviour { public GameObject leapMotionOVRController = null; public HandController handController = null; // Use this for initialization void Start () { } // Update is called once per frame void LateUpdate () { if (leapMotionOVRController == null || handController == null) return; // Move forward if both palms are facing outwards! Whoot! HandModel[] hands = handController.GetAllGraphicsHands(); if (hands.Length > 1) { Vector3 direction0 = (hands[0].GetPalmPosition() - handController.transform.position).normalized; Vector3 normal0 = hands[0].GetPalmNormal().normalized; Vector3 direction1 = (hands[1].GetPalmPosition() - handController.transform.position).normalized; Vector3 normal1 = hands[1].GetPalmNormal().normalized; if (Vector3.Dot(direction0, normal0) > direction0.sqrMagnitude * 0.5f && Vector3.Dot(direction1, normal1) > direction1.sqrMagnitude * 0.5f) { Vector3 target = (hands[0].GetPalmPosition() + hands[1].GetPalmPosition()) / 2.0f; leapMotionOVRController.transform.position = Vector3.Lerp(leapMotionOVRController.transform.position, target, 0.1f); } } } } MovementManagerAssembly-CSharp.dll