Litho works, I’ve started developing, all is good So here is an observation and constructive critique about the base origin position of the Litho in Unity:
Currently the Litho.cs script line 626 writes:
transform.position = _camera.transform.TransformPoint(new Vector3(Handedness == Handedness.Right ? 0.5f : -0.5f, -1f));
This suggests an anchor position 1 meter beneath the phone and half a meter to left or right. Might look good, but unlikely that anyone has their Litho at that location relative to the phone. I suspect in many cases, a user might point the Litho towards the phone fx. x: 0.1f, y: -0.1f z: -0.25f or in my case I’d actually want the hand and Litho to be in front of the phone camera fx. x: 0.1f, y: -0.1f z: 0.25f
I’d like to suggest making the x-offset a public variable and everything else be relative to the current Litho position in the Unity editor, so in my case I would place the Litho object at x: 0.0f, y: -0.1f z: 0.25f and in the Litho public field, set the x-offset = 0.1f
An extra suggestion would be to integrate into the Litho UI, different origin positions: Front, waist, behind to allow for different comfort levels and to get developers started taking origin into account.