Simplifying setup of LEAP in Unity

To use the LEAP motion controller in Unity a lot of tedious work is required. First, the RiggedHand component needs to be added to the hand, and RiggedFinger components need to be added to the fingers. Then, the bone structure has to be setup, the type of finger has to be selected and more.

The script below attempts to automate most of these tasks. To use it, simply drop the script below in the Scripts/Editor folder of your Unity project. You can then right click on the hand game object and choose LEAP / Add rigged hand to setup the hand.

using UnityEngine;
using System.Collections;
using UnityEditor;
using Leap;

 * Adds two items to the context menu:
 *  Add rigged hand
 *  ---------------
 *  Adds a RiggedHand component to the selected object and adds RiggedFinger
 *  components to all child objects. It also sets up links between these
 *  objects and tries to guess the finger type and bone structure.
 *  Remove all LEAP objects
 *  -----------------------
 *  Recursively removes all RiggedHand and RiggedFinger components from 
 *  all objects that are descendents of the selected object.
public static class LEAPEditorExtensions

     * Guess the direction of the fingers from the (local) bone positions
    private static Vector3 GuessDirectionFromBones(RiggedFinger finger)
        Transform first = finger.bones[1];
        Transform last = finger.bones[finger.bones.Length - 1];

        return Vector3.Normalize(last.localPosition - first.localPosition);

     * Guesses the type of the finger based on the name and index (order in which it
     *  appears in the scene graph).
    private static Finger.FingerType GuessFingerType(string name, int index)
        name = name.ToLower();
            return Finger.FingerType.TYPE_INDEX;
            return Finger.FingerType.TYPE_THUMB;
            return Finger.FingerType.TYPE_RING;
            return Finger.FingerType.TYPE_PINKY;
            return Finger.FingerType.TYPE_MIDDLE;
        switch(index) {
            case 0: return Finger.FingerType.TYPE_THUMB;
            case 1: return Finger.FingerType.TYPE_INDEX;
            case 2: return Finger.FingerType.TYPE_MIDDLE;
            case 3: return Finger.FingerType.TYPE_RING;
            case 4: return Finger.FingerType.TYPE_PINKY;
        return Finger.FingerType.TYPE_INDEX;

     * Add a RiggedRinger to the object specified and intializes it.
    static void AddRiggedFingerToObject(GameObject fingerObject, int index = 0)
        // Create RiggedFinger is it doens't already exist
        RiggedFinger finger = fingerObject.GetComponent<RiggedFinger>();

        if(finger == null) {
            finger = fingerObject.AddComponent<RiggedFinger>();
        } else {
            Debug.LogError("Finger already exists");

        // Assign the bones to the finger
        Transform current = fingerObject.transform;
        for(int i = 1; i < finger.bones.Length; i++) {        
            finger.bones[i] = current;
            if(current.childCount == 0)
            current = current.GetChild(0);            
        // Guess type and finger direction
        finger.fingerType = 
            GuessFingerType(, index);        
        finger.modelFingerPointing =

     * Adds a RiggedHand to the specified object and
     *  initializes it.
    static void AddRiggedHandToObject(GameObject handObject)
        RiggedHand hand = handObject.GetComponent<RiggedHand>();    
        // Create RiggedHand if it doesn't already exist
        if(hand == null) {
            hand = handObject.AddComponent<RiggedHand>();
        } else {
            Debug.LogError("Hand already exists");

        // Assign palm, forearm, and arm if not already assigned
        if(hand.palm == null)
            hand.palm = handObject.transform;
        if(hand.foreArm == null)
            hand.foreArm = hand.palm.parent;
        if(hand.arm == null)
            hand.arm = hand.foreArm.parent;            

        // Add fingers to hand object
        int index = 0;
        foreach(Transform child in handObject.transform) {
            AddRiggedFingerToObject(child.gameObject, index);
            if(hand.fingers[index] == null)
                hand.fingers[index] = child.gameObject.GetComponent<RiggedFinger>();
        // Find index finger
        foreach(RiggedFinger finger in hand.fingers) {
            if(finger.fingerType == Finger.FingerType.TYPE_INDEX)
                hand.modelFingerPointing = finger.modelFingerPointing;

    [MenuItem("GameObject/LEAP/Add rigged hand", false, 0)]    
    static void AddRiggedHand()    
     * Recursively remove RiggedHand and RiggedFinger objects
     *  from objects in the scene graph. 
     * It would be better to first build a list of all objects and then 
     *  ask the user for confirmation before deleting the objects.
    private static void RecursiveRemove(GameObject obj)
        RiggedHand hand = obj.GetComponent<RiggedHand>();
        RiggedFinger finger = obj.GetComponent<RiggedFinger>();
        foreach(Transform child in obj.transform)
    [MenuItem("GameObject/LEAP/Remove all LEAP objects", false, 0)]
    static void RemoveAll()
        GameObject obj = Selection.activeGameObject;

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