KinectSDK / Unity3D Interface v5 (now Kinect for Windows SDK v1 compatible)
- Posted: Mar 28, 2012 at 6:00 AM
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Today's project takes us back to Unity and to a project we highlighted last August, Kinect, Unity 3D and University of Central Florida's Interactive Systems & User Experience Lab brings us Kinect Football!
*********************************README*********************************
KinectSDK / Unity3D Interface
v.5.0Andrew DeVine
University of Central Florida ISUE Lab
http://www.eecs.ucf.edu/isuelab************************************************************************
Thanks for downloading!
The Microsoft Kinect SDK v.1.0 is required for this dll:
http://www.microsoft.com/en-us/kinectforwindows/download
New Features with this Release:
1) The Depth and RGB streams are now available for your enjoyment!
2) Intellisense summaries have been added for public members3) Now distributed as a Unity package for easy setup
WARNING: Using both the RGB and Depth feeds will cause a significant
drop in performance. Please be sure your system meets the requirements
found in the website above to maximize your experience with the SDK.
************************************************************************
SETUP
************************************************************************In Unity:
Assets -> Import Package -> Custom PackageSelect the package from the directory you downloaded it to!
Simple.
************************************************************************
USE
************************************************************************PUBLIC SETTINGS:
scaleFactor: scales all joint positions by this number. Do not set to zero.
twoPlayer: set to true to track the maximum of two skeletons. Do not change
value while in play.useRGB: update RGB feed every frame. Set to false if not being used to
optimize performance. Do not change value while in play.useDepth: update depth feed every frame. Set to false if not being used to
optimize performance. Do not change value while in play.displayJointInformation: for visualization of data.
diplayTextureImage: renders RGB feed on-screen.
displayDepthImage: renders depth feed on-screen as reverse-intensity image.
NUI:- Call GetJointPos(KinectWrapper.Joints joint) to retrieve the given
joint's current position as a Vector3 object.- Call the override GetJointPos(int player, KinectWrapper.Joints joint)
for player = 1,2 to use two-player mode. The Microsoft Kinect SDK supports
a maximum of two players with fully recognized skeletons. To use this,
field 'twoPlayer' must be set to 'True'.
IMAGE STREAMS:- Call GetTextureImage() to get the RGB camera's current output as a
Texture2D object.- Call GetDepthData() to return the pixel depths as a byte[][] array. The
coordinate depth[x=0][y=0] corresponds to the top-left corner of the depth
camera's viewport.
CAMERA:- Call GetCameraAngle() to get the Kinect Camera's current angle from the
horizontal as a float.- Call SetCameraAngle(int angle) to set the Kinect Camera's angle from the
horizontal. Do not change the camera angle more than once every 30 seconds,
as this may damage the motor (A provision to prevent this already exists,
do not remove this code). The camera is capable of -27 deg. to 27 deg.
Project Information URL: https://github.com/adevine1618/KinectSDK-Unity3D_Interface_Plugin
Project Download URL: https://github.com/adevine1618/KinectSDK-Unity3D_Interface_Plugin
Page image, Xbox 360 Kinect, courtesy of bfishadow
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THX! Nice work!
Thanks!!!
Is there any sample project?
I don't know how to use..
This wrapper is working great in a project I'm working on (http://www.youtube.com/watch?v=xln6hLe_gF4&feature=youtu.be).This project blends Kinect gesture control in Unity along with physical hardware control using a Programmable Automation Controller. Some of my other work with machine control and the Kinect SDKs (both the MS Research beta and v1.0) are described on my website: http://bkbrown.com/ .
My compliments to the author (who is credited in the YouTube video). I'd be happy to assist anyone who has questions on using this very nice piece of work in an actual application.
I don't seem to be able to get this working with SDK 1.5, any chance of getting that going?
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