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    <title>topic Thanks Wiko!  Feel free to in Software Archive</title>
    <link>https://community.intel.com/t5/Software-Archive/Unity-TIp-Creating-a-RealSense-Powered-Menu-In-Unity/m-p/1059946#M53617</link>
    <description>&lt;P&gt;Thanks Wiko! &amp;nbsp;Feel free to ask questions in the comments any time. &amp;nbsp;:)&lt;/P&gt;</description>
    <pubDate>Wed, 25 Nov 2015 15:07:29 GMT</pubDate>
    <dc:creator>MartyG</dc:creator>
    <dc:date>2015-11-25T15:07:29Z</dc:date>
    <item>
      <title>Unity TIp: Creating a RealSense-Powered Menu In Unity</title>
      <link>https://community.intel.com/t5/Software-Archive/Unity-TIp-Creating-a-RealSense-Powered-Menu-In-Unity/m-p/1059940#M53611</link>
      <description>&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;Hi everyone!&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;As well as adding TrackingAction face and hand tracking scripts to regular objects in Unity, did you know that you can also add them to user interface (UI) overlays to make menu windows that can be controlled with the body instead of a keyboard and mouse!&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;The guide below shows how to do this. We are using Unity 5.1 in our example, but it should work fine with the UI system introduced in Unity 4.6.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;STRONG&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;STEP ONE&lt;/FONT&gt;&lt;/FONT&gt;&lt;/STRONG&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;Our first step is to create the UI overlay that will be projected onto the camera view and so cover up anything that is underneath it, like how menus work.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;Go to the 'GameObject' menu and select the sub-options 'UI' and 'Image'.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;span class="lia-inline-image-display-wrapper" image-alt="1.jpg"&gt;&lt;img src="https://community.intel.com/t5/image/serverpage/image-id/7859i719D2E88C5115B71/image-size/large?v=v2&amp;amp;px=999&amp;amp;whitelist-exif-data=Orientation%2CResolution%2COriginalDefaultFinalSize%2CCopyright" role="button" title="1.jpg" alt="1.jpg" /&gt;&lt;/span&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;Doing so inserts a “canvas” object into your application – a blank sheet that will be laid on top of the contents of your application. &lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;span class="lia-inline-image-display-wrapper" image-alt="2.jpg"&gt;&lt;img src="https://community.intel.com/t5/image/serverpage/image-id/7860iF00D756799945329/image-size/large?v=v2&amp;amp;px=999&amp;amp;whitelist-exif-data=Orientation%2CResolution%2COriginalDefaultFinalSize%2CCopyright" role="button" title="2.jpg" alt="2.jpg" /&gt;&lt;/span&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;A special trait of a Canvas object is that it does not have to be placed anywhere near the rest of the contents of your project: because it is projected onto the canvas lens, it will be visible on the screen no matter where it is placed.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;Note that the Canvas object has a childed object attached to it called 'Image'. By selecting this object in the Hierarchy panel, you can redefine its default size to the dimensions that you need your UI overlay to have.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;span class="lia-inline-image-display-wrapper" image-alt="3.jpg"&gt;&lt;img src="https://community.intel.com/t5/image/serverpage/image-id/7861i4B5817A551C5A1E4/image-size/large?v=v2&amp;amp;px=999&amp;amp;whitelist-exif-data=Orientation%2CResolution%2COriginalDefaultFinalSize%2CCopyright" role="button" title="3.jpg" alt="3.jpg" /&gt;&lt;/span&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;STRONG&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;STEP TWO&lt;/FONT&gt;&lt;/FONT&gt;&lt;/STRONG&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;At present, our canvas has nothing on it. Canvases can have buttons, images and text fields attached to them though to decorate and illustrate them. In our example, we are going to add a button.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;Go to the 'Component' menu and select the sub-options 'UI' and 'Button' to add a button object to your canvas.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;span class="lia-inline-image-display-wrapper" image-alt="5.jpg"&gt;&lt;img src="https://community.intel.com/t5/image/serverpage/image-id/7862i677A85C91FD76525/image-size/large?v=v2&amp;amp;px=999&amp;amp;whitelist-exif-data=Orientation%2CResolution%2COriginalDefaultFinalSize%2CCopyright" role="button" title="5.jpg" alt="5.jpg" /&gt;&lt;/span&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;Select the button object in the Hierarchy panel to view its settings.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;span class="lia-inline-image-display-wrapper" image-alt="6.jpg"&gt;&lt;img src="https://community.intel.com/t5/image/serverpage/image-id/7863iBE3C9AFE3A7C7B77/image-size/large?v=v2&amp;amp;px=999&amp;amp;whitelist-exif-data=Orientation%2CResolution%2COriginalDefaultFinalSize%2CCopyright" role="button" title="6.jpg" alt="6.jpg" /&gt;&lt;/span&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;STRONG&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;STEP THREE&lt;/FONT&gt;&lt;/FONT&gt;&lt;/STRONG&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;By default, a new button has the text label 'Button' on it. To change this label, expand open the 'Button' object in the Hierarchy panel to reveal a hidden 'Text' object attached to it and display its settings in the Inspector panel.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;In the 'Text' text field, you can set your own label for the button that you have created.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;span class="lia-inline-image-display-wrapper" image-alt="7.jpg"&gt;&lt;img src="https://community.intel.com/t5/image/serverpage/image-id/7864iDB7BE7D0A7BF01DF/image-size/large?v=v2&amp;amp;px=999&amp;amp;whitelist-exif-data=Orientation%2CResolution%2COriginalDefaultFinalSize%2CCopyright" role="button" title="7.jpg" alt="7.jpg" /&gt;&lt;/span&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;If you do a test run of your project at this point, you will see your GUI overlaid on your project's environment!&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;span class="lia-inline-image-display-wrapper" image-alt="8.jpg"&gt;&lt;img src="https://community.intel.com/t5/image/serverpage/image-id/7865i00B486A2330CB022/image-size/large?v=v2&amp;amp;px=999&amp;amp;whitelist-exif-data=Orientation%2CResolution%2COriginalDefaultFinalSize%2CCopyright" role="button" title="8.jpg" alt="8.jpg" /&gt;&lt;/span&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;STRONG&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;STEP FOUR&lt;/FONT&gt;&lt;/FONT&gt;&lt;/STRONG&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;In order for a TrackingAction-equipped menu selector object to interact with buttons, the buttons need to be given a physics Collider field. A 'Box' type collider is the best shape for a menu item because of its flatness on each side.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;Select your button object in the Hierarchy panel and then go to the 'Component' menu and select the sub-options 'Physics' and 'Box Collider' to add a Box type collider field around your button.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;span class="lia-inline-image-display-wrapper" image-alt="9.jpg"&gt;&lt;img src="https://community.intel.com/t5/image/serverpage/image-id/7866iD26CB047B35B88CA/image-size/large?v=v2&amp;amp;px=999&amp;amp;whitelist-exif-data=Orientation%2CResolution%2COriginalDefaultFinalSize%2CCopyright" role="button" title="9.jpg" alt="9.jpg" /&gt;&lt;/span&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm;"&gt;&lt;STRONG&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;STEP FIVE &lt;/FONT&gt;&lt;/FONT&gt;&lt;/STRONG&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;In the Box Collider settings of your button, place a tick mark in the box labeled 'Is Trigger'. Doong so allows objects such as our menu selector to pass through the button without being physically obstructed, and it also tells Unity that an event of some kind should be triggered when the selector interacts with the collider field around the button.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;The default size of the collider we have placed around the button is way too small though, so we need to greatly enlarge it by entering new X, Y and Z size values into the collider's settings. We found that X = 160, Y = 30 and Z = 10 works very well with the default button object's size.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;span class="lia-inline-image-display-wrapper" image-alt="10.jpg"&gt;&lt;img src="https://community.intel.com/t5/image/serverpage/image-id/7867i5CE697FEE5823277/image-size/large?v=v2&amp;amp;px=999&amp;amp;whitelist-exif-data=Orientation%2CResolution%2COriginalDefaultFinalSize%2CCopyright" role="button" title="10.jpg" alt="10.jpg" /&gt;&lt;/span&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;STRONG&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;STEP SIX&lt;/FONT&gt;&lt;/FONT&gt;&lt;/STRONG&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;A button on its own cannot do anything though. We need to create the previously mentioned menu selector object to interact with the button's collider field and trigger a programmed event in the button.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;Right-click on the button object in the Hierarchy panel and select the 'Copy' menu option, then right-click on the button again and select the 'Paste' option to make a copy of the button that is overlaid perfectly on top of the button. Use the colored arrows to drag the copy downwards a little so that the two are visible as separate objects.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;span class="lia-inline-image-display-wrapper" image-alt="11.jpg"&gt;&lt;img src="https://community.intel.com/t5/image/serverpage/image-id/7868iF36E1F60C1F00674/image-size/large?v=v2&amp;amp;px=999&amp;amp;whitelist-exif-data=Orientation%2CResolution%2COriginalDefaultFinalSize%2CCopyright" role="button" title="11.jpg" alt="11.jpg" /&gt;&lt;/span&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;STRONG&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;STEP SEVEN&lt;/FONT&gt;&lt;/FONT&gt;&lt;/STRONG&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;The elements that are displayed on a GUI have their drawing priority set by the order in which they are childed to the parent Canvas object. So Unity will always draw the canvas first. Because the Image object is the first child object of Canvas, that means that the sheet that we are placing our UI elements such as the button on will be drawn second.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;What this means is that if the buttons, text labels, etc are childed to the Image object then they will always be drawn on top of the UI sheet. If the buttons were childed to the Canvas and the Image was a child of the buttons, the background image of the sheet would be drawn on top of the buttons and text and hide them.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;Because we want our button object and newly created menu selector object to always be on top of the canvas and not behind it, we child the original button to the Image object, and then child the copied button to the original button in a descending hierarchy.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;span class="lia-inline-image-display-wrapper" image-alt="12.jpg"&gt;&lt;img src="https://community.intel.com/t5/image/serverpage/image-id/7869i5FFA9AE6D5835DA7/image-size/large?v=v2&amp;amp;px=999&amp;amp;whitelist-exif-data=Orientation%2CResolution%2COriginalDefaultFinalSize%2CCopyright" role="button" title="12.jpg" alt="12.jpg" /&gt;&lt;/span&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;STRONG&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;STEP EIGHT&lt;/FONT&gt;&lt;/FONT&gt;&lt;/STRONG&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;We want our menu selector object to be easily discernable from the button at a glance in our object hierarchy, so we rename it to give it a unique label.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;span class="lia-inline-image-display-wrapper" image-alt="13.jpg"&gt;&lt;img src="https://community.intel.com/t5/image/serverpage/image-id/7870i4E3EFB9E324D2726/image-size/large?v=v2&amp;amp;px=999&amp;amp;whitelist-exif-data=Orientation%2CResolution%2COriginalDefaultFinalSize%2CCopyright" role="button" title="13.jpg" alt="13.jpg" /&gt;&lt;/span&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;Because we want the selector to be invisible and not obscure the button as it moves over the top of it, we need to make it blank and transparent. The blank part of this task is achieved simply by selecting the 'Text' sub-option of our menu selector in the Hierarchy panel (it was originally a button, remember) and delete the word 'Button' to make the surface of the button empty.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;span class="lia-inline-image-display-wrapper" image-alt="14.jpg"&gt;&lt;img src="https://community.intel.com/t5/image/serverpage/image-id/7871iD09BB24E4E2A306A/image-size/large?v=v2&amp;amp;px=999&amp;amp;whitelist-exif-data=Orientation%2CResolution%2COriginalDefaultFinalSize%2CCopyright" role="button" title="14.jpg" alt="14.jpg" /&gt;&lt;/span&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;As for making the selector transparent … this is not as straightforward as the normal process for applying textures to objects in Unity. This is because only “Sprite” type textures can be applied to a UI button. A sprite is basically a simple 2D image such as those you see in old videogames such as 'Pac-Man' and 'Space Invaders.'&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;We already had a transparent texture in our project that we could use for a see-through sprite. If you do not have one, you can easily make one in your art software by doing the following:&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;(a) Create a new image.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;(b) Go to the Edit menu and select the 'Select All' option and then the 'Cut' option to cut away the white background.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;(c) Finally, save this cut-out in the 'PNG' file format, which specializes in supporting transparency. If you save it as a jpeg or gif then you will just see the same blank white image that you started with.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;Import the transparent texture file into the 'Assets' panel of Unity and then right-click on it to bring up its settings in the Inspector panel. In the 'Texture Type' option, left-click on the 'Texture' menu option beside it and select 'Sprite (2D And UI) from the menu. This now enables Unity to recognize your image file as a Sprite and make it selectable as a button texture.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;span class="lia-inline-image-display-wrapper" image-alt="15.jpg"&gt;&lt;img src="https://community.intel.com/t5/image/serverpage/image-id/7872iA470F0054045430A/image-size/large?v=v2&amp;amp;px=999&amp;amp;whitelist-exif-data=Orientation%2CResolution%2COriginalDefaultFinalSize%2CCopyright" role="button" title="15.jpg" alt="15.jpg" /&gt;&lt;/span&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm;"&gt;&lt;STRONG&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;STEP NINE&lt;/FONT&gt;&lt;/FONT&gt;&lt;/STRONG&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;Return to the 'Image' object of your canvas and bring up its settings in the Inspector. On the 'Source Image' option, left-click on the tiny circle at the end of this option to make a sprite selector window pop up, and type the name of your transparent sprite into the search box at the top of this window to find it quickly. Double left-click on it to select it as the texture for your menu selector object.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;span class="lia-inline-image-display-wrapper" image-alt="16.jpg"&gt;&lt;img src="https://community.intel.com/t5/image/serverpage/image-id/7873i4A5427E3F172A26C/image-size/large?v=v2&amp;amp;px=999&amp;amp;whitelist-exif-data=Orientation%2CResolution%2COriginalDefaultFinalSize%2CCopyright" role="button" title="16.jpg" alt="16.jpg" /&gt;&lt;/span&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm;"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;The menu selector object is now transparent and will not obscure your button when moving over the top of it.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;span class="lia-inline-image-display-wrapper" image-alt="17.jpg"&gt;&lt;img src="https://community.intel.com/t5/image/serverpage/image-id/7874i44B4091F627FFA91/image-size/large?v=v2&amp;amp;px=999&amp;amp;whitelist-exif-data=Orientation%2CResolution%2COriginalDefaultFinalSize%2CCopyright" role="button" title="17.jpg" alt="17.jpg" /&gt;&lt;/span&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;STRONG&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;STEP TEN&lt;/FONT&gt;&lt;/FONT&gt;&lt;/STRONG&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;An object that moves inside the collider field of another object to trigger an effect (as our menu selector object does) often works more effectively if the collider of the entering object is smaller than the collider of the trigger object (i.e our button) so that it fits inside the boundaries of the field better.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;To ensure that our selector's collider fits easily inside the button's collider boundaries, we change the selector's collider field size (the collider it inherited when we created the object as a copy of the button) so that X = 100 instead of 160. This makes the selector's field shorter in width than that of the button's.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;span class="lia-inline-image-display-wrapper" image-alt="18.jpg"&gt;&lt;img src="https://community.intel.com/t5/image/serverpage/image-id/7875i614931C434EF58C7/image-size/large?v=v2&amp;amp;px=999&amp;amp;whitelist-exif-data=Orientation%2CResolution%2COriginalDefaultFinalSize%2CCopyright" role="button" title="18.jpg" alt="18.jpg" /&gt;&lt;/span&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm;"&gt;&lt;STRONG&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;STEP ELEVEN&lt;/FONT&gt;&lt;/FONT&gt;&lt;/STRONG&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;This step is very important. In order for the selector to be able to trigger the effect attached to the button, the selector needs to be given a 'Rigidbody' component by going to the 'Component' menu and selecting the sub-options 'Physics' and 'Rigidbody'.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;We recommend un-ticking the Rigidbody's 'Gravity' option to disable it (to stop the selector falling off the screen when the application is run) and place ticks in every one of the position and rotation Constraint settings to stop the selector from being able to move or rotate out of its desired location on the UI canvas.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;span class="lia-inline-image-display-wrapper" image-alt="19.jpg"&gt;&lt;img src="https://community.intel.com/t5/image/serverpage/image-id/7876iEC604888F80A9A2D/image-size/large?v=v2&amp;amp;px=999&amp;amp;whitelist-exif-data=Orientation%2CResolution%2COriginalDefaultFinalSize%2CCopyright" role="button" title="19.jpg" alt="19.jpg" /&gt;&lt;/span&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;If you are wondering why we would stop the menu selector object from moving when we want it to be movable to select menu items: the TrackingAction camera control script that we will be using ignores the constraints set in a Rigidbody component by default and moves freely, following the user's camera inputs.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;STRONG&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;STEP TWELVE&lt;/FONT&gt;&lt;/FONT&gt;&lt;/STRONG&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;It is now finally time to add a TrackingAction to our menu selector object so that the user can move it using their hand or face inputs!&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;In this example, we will set the TrackingAction script to track the palm of the hand, and be constrained to position-move up and down by constraining every directional axis except the 'Y' Position constraint.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;We recommend using the default Real World Box values, and Virtual World Box values of 0.1, 100, 0.1. Set the weighting to '0' to give the selector minimum resistance to movement.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;span class="lia-inline-image-display-wrapper" image-alt="20.jpg"&gt;&lt;img src="https://community.intel.com/t5/image/serverpage/image-id/7877i283D818992D9DCF4/image-size/large?v=v2&amp;amp;px=999&amp;amp;whitelist-exif-data=Orientation%2CResolution%2COriginalDefaultFinalSize%2CCopyright" role="button" title="20.jpg" alt="20.jpg" /&gt;&lt;/span&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;STRONG&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;STEP THIRTEEN&lt;/FONT&gt;&lt;/FONT&gt;&lt;/STRONG&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;Our menu selector object can now interact with the button object's collider field and trigger an event. However, we need to provide the button with a script to tell it what to do when the trigger is set off by the menu selector object entering its collider's boundaries.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;Highlight your button object in the Hierarchy panel and create a new script file inside it that will contain your trigger-event code. In our example, we repurposed our JavaScript file 'Testspin' that we use as a test-bed for new code.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;span class="lia-inline-image-display-wrapper" image-alt="21.jpg"&gt;&lt;img src="https://community.intel.com/t5/image/serverpage/image-id/7878i1499637F7B80A91C/image-size/large?v=v2&amp;amp;px=999&amp;amp;whitelist-exif-data=Orientation%2CResolution%2COriginalDefaultFinalSize%2CCopyright" role="button" title="21.jpg" alt="21.jpg" /&gt;&lt;/span&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;In our test script, we created a JavaScript script with an 'OnTriggerStay' type function. The OnTrigger functions determine what happens when an object enters a collider that is set up as a trigger field.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;span class="lia-inline-image-display-wrapper" image-alt="22.jpg"&gt;&lt;img src="https://community.intel.com/t5/image/serverpage/image-id/7879i27B34921DCB80BEE/image-size/large?v=v2&amp;amp;px=999&amp;amp;whitelist-exif-data=Orientation%2CResolution%2COriginalDefaultFinalSize%2CCopyright" role="button" title="22.jpg" alt="22.jpg" /&gt;&lt;/span&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;An 'OnTriggerEnter' function activates the script's contents when an object enters the trigger object's collider field.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;An 'OnTriggerExit' function activates the script when an object exits th eboundaries of the field after it has entered it.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;And the 'OnTriggerStay' function we are using in our article runs a script for as long as an object is within the inner boundaries of the field.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;The Debug.Log (“Hello”); statement in our script is a classic trigger test mechanism that prints the word 'Hello' in the Unity editor's Console debug window when the trigger is successfully initated.&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;STRONG&gt;STEP FOURTEEN&lt;/STRONG&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;When we did a test run of our example application and used the palm of our hand to move the selector backwards and forwards over the button, the message 'Hello' was repeatedly printed in the debug console with each successful activation of the button with our hand movements. Success!&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;span class="lia-inline-image-display-wrapper" image-alt="23.jpg"&gt;&lt;img src="https://community.intel.com/t5/image/serverpage/image-id/7880iD9C4A350B046A517/image-size/large?v=v2&amp;amp;px=999&amp;amp;whitelist-exif-data=Orientation%2CResolution%2COriginalDefaultFinalSize%2CCopyright" role="button" title="23.jpg" alt="23.jpg" /&gt;&lt;/span&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&lt;FONT face="Arial, sans-serif"&gt;&lt;FONT style="font-size: 11pt"&gt;If you would like further advice about the UI technique in this guide, please feel free to comment below!&lt;/FONT&gt;&lt;/FONT&gt;&lt;/P&gt;

&lt;P class="western" style="margin-bottom: 0cm"&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Mon, 24 Aug 2015 18:38:40 GMT</pubDate>
      <guid>https://community.intel.com/t5/Software-Archive/Unity-TIp-Creating-a-RealSense-Powered-Menu-In-Unity/m-p/1059940#M53611</guid>
      <dc:creator>MartyG</dc:creator>
      <dc:date>2015-08-24T18:38:40Z</dc:date>
    </item>
    <item>
      <title>Hi Marty,</title>
      <link>https://community.intel.com/t5/Software-Archive/Unity-TIp-Creating-a-RealSense-Powered-Menu-In-Unity/m-p/1059941#M53612</link>
      <description>&lt;P&gt;Hi Marty,&lt;/P&gt;

&lt;P&gt;Nice post, what do you think about creating an article from it? It could reach more people with this cool tutorial. :)&lt;/P&gt;

&lt;P&gt;&lt;SPAN style="font-size: 1em; line-height: 1.5;"&gt;If you are interested don't know how to do it or need help, please let me know.&lt;/SPAN&gt;&lt;/P&gt;

&lt;P&gt;&lt;SPAN style="font-size: 1em; line-height: 1.5;"&gt;Regards,&lt;/SPAN&gt;&lt;/P&gt;

&lt;P&gt;&lt;SPAN style="font-size: 1em; line-height: 1.5;"&gt;Felipe&lt;/SPAN&gt;&lt;/P&gt;</description>
      <pubDate>Wed, 26 Aug 2015 00:25:28 GMT</pubDate>
      <guid>https://community.intel.com/t5/Software-Archive/Unity-TIp-Creating-a-RealSense-Powered-Menu-In-Unity/m-p/1059941#M53612</guid>
      <dc:creator>Felipe_P_Intel</dc:creator>
      <dc:date>2015-08-26T00:25:28Z</dc:date>
    </item>
    <item>
      <title>Whether I'm writing on the</title>
      <link>https://community.intel.com/t5/Software-Archive/Unity-TIp-Creating-a-RealSense-Powered-Menu-In-Unity/m-p/1059942#M53613</link>
      <description>&lt;P&gt;Whether I'm writing on the Intel site or other sites, the decision to do articles vs forum guides, for me, usually comes down to time. &amp;nbsp;I do sometimes write articles for my own site or online publications, but they need a greater amount of preparation and professional presentation, whereas a forum guide can be produced faster as the format is less formal. &amp;nbsp;I looked up the details for contributing articles to the Intel Developer Zone though and will certainly give article production some real thought this week. &amp;nbsp;Thanks! &amp;nbsp;:)&lt;/P&gt;</description>
      <pubDate>Wed, 26 Aug 2015 08:22:54 GMT</pubDate>
      <guid>https://community.intel.com/t5/Software-Archive/Unity-TIp-Creating-a-RealSense-Powered-Menu-In-Unity/m-p/1059942#M53613</guid>
      <dc:creator>MartyG</dc:creator>
      <dc:date>2015-08-26T08:22:54Z</dc:date>
    </item>
    <item>
      <title>Hi Marty,</title>
      <link>https://community.intel.com/t5/Software-Archive/Unity-TIp-Creating-a-RealSense-Powered-Menu-In-Unity/m-p/1059943#M53614</link>
      <description>Hi Marty,
Nice post. Is it possible to make Touchless Control modul with Unity? Can you help me with that?</description>
      <pubDate>Wed, 25 Nov 2015 04:20:25 GMT</pubDate>
      <guid>https://community.intel.com/t5/Software-Archive/Unity-TIp-Creating-a-RealSense-Powered-Menu-In-Unity/m-p/1059943#M53614</guid>
      <dc:creator>wiko_a_</dc:creator>
      <dc:date>2015-11-25T04:20:25Z</dc:date>
    </item>
    <item>
      <title>Yes, it's possible to create</title>
      <link>https://community.intel.com/t5/Software-Archive/Unity-TIp-Creating-a-RealSense-Powered-Menu-In-Unity/m-p/1059944#M53615</link>
      <description>&lt;P&gt;Yes, it's possible to create an interface similar to the Touchless Controller in Unity. &amp;nbsp;There are different ways to approaching the problem. &amp;nbsp;I myself usually use an object representing a pointer that interacts with the collider fields of other objects representing UI elements in order to trigger them (similar to what I did in this article with the menu selector.)&lt;/P&gt;

&lt;P&gt;I searched my memory for another how-to guide about my trigger approach that I could link you to, and remembered this instalment from one of my developer diary articles that might be helpful. &amp;nbsp;Episodes 19 to 21, in which I constructed an interactive electronic diary on a simulated tablet handheld in Unity, might be useful. &amp;nbsp;Here's the links:&lt;/P&gt;

&lt;P&gt;&lt;STRONG&gt;EPISODE 19:&lt;/STRONG&gt; Building the handheld tablet model.&amp;nbsp;&lt;/P&gt;

&lt;P&gt;&lt;A href="http://sambiglyon.org/?q=node/1261" target="_blank"&gt;http://sambiglyon.org/?q=node/1261&lt;/A&gt;&lt;/P&gt;

&lt;P&gt;&lt;STRONG&gt;EPISODE 20:&amp;nbsp;&lt;/STRONG&gt;Programming the diary itself.&lt;/P&gt;

&lt;P&gt;&lt;A href="http://sambiglyon.org/?q=node/1264" target="_blank"&gt;http://sambiglyon.org/?q=node/1264&lt;/A&gt;&lt;/P&gt;

&lt;P&gt;&lt;STRONG&gt;EPISODE 21: C&lt;/STRONG&gt;ompleting the setup of the page navigation system for the first 20 entries of the diary.&lt;/P&gt;

&lt;P&gt;&lt;A href="http://sambiglyon.org/?q=node/1270" target="_blank"&gt;http://sambiglyon.org/?q=node/1270&lt;/A&gt;&lt;/P&gt;

&lt;P&gt;A full directory of my company's project diaries (the RealSense one is 'My Father's Face') can be found here:&lt;/P&gt;

&lt;P&gt;&lt;A href="http://sambiglyon.org?q=node/641" target="_blank"&gt;http://sambiglyon.org?q=node/641&lt;/A&gt;&lt;/P&gt;

&lt;P&gt;You are free to use any of the information and scripts found in these diaries in your own projects.&lt;/P&gt;

&lt;P&gt;Your question also reminded me of a developer in this community called Lance who had used the "raycasting" collision detection technique in Unity to get his selector to interact with controls on a spacecraft. &amp;nbsp;This solution is probably closer to how the Touchless Controller works than my own approach.&lt;/P&gt;

&lt;P&gt;&lt;A href="https://software.intel.com/en-us/forums/realsense/topic/559636" target="_blank"&gt;https://software.intel.com/en-us/forums/realsense/topic/559636&lt;/A&gt;&lt;/P&gt;

&lt;P&gt;Best of luck!&lt;/P&gt;</description>
      <pubDate>Wed, 25 Nov 2015 07:11:48 GMT</pubDate>
      <guid>https://community.intel.com/t5/Software-Archive/Unity-TIp-Creating-a-RealSense-Powered-Menu-In-Unity/m-p/1059944#M53615</guid>
      <dc:creator>MartyG</dc:creator>
      <dc:date>2015-11-25T07:11:48Z</dc:date>
    </item>
    <item>
      <title>Thank you so much Marty, i</title>
      <link>https://community.intel.com/t5/Software-Archive/Unity-TIp-Creating-a-RealSense-Powered-Menu-In-Unity/m-p/1059945#M53616</link>
      <description>&lt;P&gt;Thank you so much Marty, i hope i can work with it. I'll check on every single link above. Thanks again.&lt;/P&gt;</description>
      <pubDate>Wed, 25 Nov 2015 07:48:32 GMT</pubDate>
      <guid>https://community.intel.com/t5/Software-Archive/Unity-TIp-Creating-a-RealSense-Powered-Menu-In-Unity/m-p/1059945#M53616</guid>
      <dc:creator>wiko_a_</dc:creator>
      <dc:date>2015-11-25T07:48:32Z</dc:date>
    </item>
    <item>
      <title>Thanks Wiko!  Feel free to</title>
      <link>https://community.intel.com/t5/Software-Archive/Unity-TIp-Creating-a-RealSense-Powered-Menu-In-Unity/m-p/1059946#M53617</link>
      <description>&lt;P&gt;Thanks Wiko! &amp;nbsp;Feel free to ask questions in the comments any time. &amp;nbsp;:)&lt;/P&gt;</description>
      <pubDate>Wed, 25 Nov 2015 15:07:29 GMT</pubDate>
      <guid>https://community.intel.com/t5/Software-Archive/Unity-TIp-Creating-a-RealSense-Powered-Menu-In-Unity/m-p/1059946#M53617</guid>
      <dc:creator>MartyG</dc:creator>
      <dc:date>2015-11-25T15:07:29Z</dc:date>
    </item>
    <item>
      <title>Marty, can you help me again?</title>
      <link>https://community.intel.com/t5/Software-Archive/Unity-TIp-Creating-a-RealSense-Powered-Menu-In-Unity/m-p/1059947#M53618</link>
      <description>&lt;P&gt;Marty, can you help me again? after the Touchless Control module, i wan to make a drag and drop with hand tracking that can drag multi object.&lt;/P&gt;</description>
      <pubDate>Wed, 02 Dec 2015 01:48:01 GMT</pubDate>
      <guid>https://community.intel.com/t5/Software-Archive/Unity-TIp-Creating-a-RealSense-Powered-Menu-In-Unity/m-p/1059947#M53618</guid>
      <dc:creator>wiko_a_</dc:creator>
      <dc:date>2015-12-02T01:48:01Z</dc:date>
    </item>
    <item>
      <title>Drag and drop is a tricky</title>
      <link>https://community.intel.com/t5/Software-Archive/Unity-TIp-Creating-a-RealSense-Powered-Menu-In-Unity/m-p/1059948#M53619</link>
      <description>&lt;P&gt;Drag and drop is a tricky request, as I haven't done that in my own project. &amp;nbsp;At least, not in the sense of a traditional software application's drag and drop. &amp;nbsp;In my own application, objects are physically lifted by a hand that grips its fingers round the object and then carries it and opens the fingers to drop it. &amp;nbsp;That may be more complex than what you need?&lt;/P&gt;

&lt;P&gt;Another way to do it would be to use a Fixed Joint, so that when you select an item, a script creates Joint between the selector and the object that moves the object anywhere that the selector goes. &amp;nbsp;Then when you want to drop, another script breaks the Fixed Joint to release the object from the selector's hold.&lt;/P&gt;

&lt;P&gt;&lt;A href="http://docs.unity3d.com/Manual/class-FixedJoint.html" target="_blank"&gt;http://docs.unity3d.com/Manual/class-FixedJoint.html&lt;/A&gt;&lt;/P&gt;</description>
      <pubDate>Wed, 02 Dec 2015 07:30:27 GMT</pubDate>
      <guid>https://community.intel.com/t5/Software-Archive/Unity-TIp-Creating-a-RealSense-Powered-Menu-In-Unity/m-p/1059948#M53619</guid>
      <dc:creator>MartyG</dc:creator>
      <dc:date>2015-12-02T07:30:27Z</dc:date>
    </item>
    <item>
      <title>Thanks Marty, i think i'll go</title>
      <link>https://community.intel.com/t5/Software-Archive/Unity-TIp-Creating-a-RealSense-Powered-Menu-In-Unity/m-p/1059949#M53620</link>
      <description>&lt;P&gt;Thanks Marty, i think i'll go with the Joint thing. Because i need an object as cursor to take another object in drag and drop.&lt;/P&gt;</description>
      <pubDate>Wed, 02 Dec 2015 08:51:44 GMT</pubDate>
      <guid>https://community.intel.com/t5/Software-Archive/Unity-TIp-Creating-a-RealSense-Powered-Menu-In-Unity/m-p/1059949#M53620</guid>
      <dc:creator>wiko_a_</dc:creator>
      <dc:date>2015-12-02T08:51:44Z</dc:date>
    </item>
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