Hi @robertacmota, thanks for trying out the Hover VR Interface Kit! Sorry you're finding some issues.
Error A seems like it may be a bug with newer versions of Unity (5.1+). I found this Unity bug report, which shows:
The problem is that if you need to access the mesh's triangles just checking mesh.vertexCount
is not an option. [...the] mesh.vertexCount
check before the mesh.triangles
call worked.
Based on this information, I suspect this error occurring on line 30 of MeshBuilder.cs
. As a possible workaround, you could try to add something like int vc = pMesh.vertexCount
before that line.
Error B is related to a mis-match in Leap Motion SDK versions. The stack trace doesn't show it, but I think this error would be coming from line 104 of LeapUtil.cs
. The fix would be to change the .Type()
method call to be a .Type
property instead.
In both cases, these changes would require a recompile of the Hover VR DLLs.
The Hover VR project is a bit "stuck" right now, because of the various major SDK updates that have occurred. You can see issue #32 for details, which links to a very informative post -- https://community.leapmotion.com/t/unity-assets-ar-vr-update/3269 -- here at the Leap Motion forum.
Essentially, I was planning to wait to update the project until the latest versions of Unity, Oculus, and Leap Motion assets are all back in alignment. Until that point, it seems too messy to try supporting all the "intermediate" combinations of these assets.
So... if you are able to compile those DLLs yourself, please give it a try. If not, I can try to put together an intermediate build for you that will (hopefully) resolve these errors. Please let me know.