Leap Motion Core Assets These assets go along with our V2 Skeletal Tracking. There are multiple customizable hands, a physical "RigidHand" and some useful gestures that interact with the physics engine like magnetic pinching. There are also prefabs and examples to support Oculus VR Head Mounted Display applications. Before you begin: You first need Leap Motion Skeletal V2 Tracking installed from: https://developer.leapmotion.com/ Getting Started: You can make the simplest "Hello Hands" scene by dropping the HandController.prefab in front of, and below the camera. The HandController prefab is a 'virtual' Leap Motion Controller. Since your real hands appear above the real Leap Motion Controller, the virtual hands will appear above the virtual HandController prefab. You can scale the controller to change how big and how far the hands appear from the HandController prefab. If you want to get started hitting boxes around a room, the ControllerSandBox.prefab might be a good place to start. It is a closed off room with walls at the edges of hand tracking. So you should have good tracking everywhere in the sandbox. Physics and the RigidHand prefab: Our current physics model is a Box Collider for each bone and palm. This is great for patting, touching, flicking, and scooping objects. If you want to grab objects you can use some of the resources in the Demos which give you one handed and two handed grabs. Customizing Hands: There are two HandModel fields in the HandController prefab - a Hand Graphics Model - a Hand Physics Model This first object says what the hand should look like, the second says how it interacts with the physics engine. You can drag different prefabs into these fields to have a different looking hand or change how it interacts with the environment. The SkeletalHand prefab is a good place to customize your own hand. Just put objects into any of the bones on the fingers or in the palm and they'll become part of the hand. Keep in mind that you shouldn't have Colliders in the Hand Graphics Model because it doesn't get updated on the Physics loop. Tools: If you want to use tools, you can drop a ToolModel object into the HandController's ToolModel parameter. There are currently two tools shipped with these assets: a flash light and a low fidelity spatula but there will be more in the future. Please send in any requests. Examples: There are plenty of examples using these assets available at: https://github.com/leapmotion-examples/ Questions/Bugs/Feature Requests? Please post on https://community.leapmotion.com/c/development