using Leap; using UnityEngine; using System.Collections; public class HandFader : MonoBehaviour { public float confidenceSmoothing = 10.0f; public AnimationCurve confidenceCurve; private HandModel _handModel; private float _smoothedConfidence = 0.0f; private Renderer _renderer; void Awake() { _handModel = GetComponent(); _renderer = GetComponentInChildren(); _renderer.material.SetFloat("_Fade", 0); } void Update () { _smoothedConfidence += (_handModel.GetLeapHand().Confidence - _smoothedConfidence) / confidenceSmoothing; float fade = confidenceCurve.Evaluate(_smoothedConfidence); _renderer.enabled = fade != 0.0f; _renderer.material.SetFloat("_Fade", confidenceCurve.Evaluate(_smoothedConfidence)); } }