Aimed to provide support to “Kinect with MS-SDK”-package users - https://www.assetstore.unity3d.com/#/content/7747
Please post your questions below.
Hi Rumen,
A very big thank for your job and give us for free.
I’m making tests with your package, and all is ok for me.
Do you think, that you can add easly infrared support ?
I have add these lines in KinectInterop.cs
ColorInfrared, // lolo USHORT
ColorRawBayer // lolo 8-bit Bayer
in public enum NuiImageType and try to modify DisplayColor.cs but I am a bad developper ![]()
Do you have plane to add Facetrack possibility ?
Thank you again for your help. I can made tests if you need.
Regards,
Neoxeo
Hello, Roumen.
We are currently working on a Kinect minigame with the first version of Kinect.
I have just downloaded this package and it works like a charm. Working out-of-the-box with no additional set-up needed. Thank you very much!
Anyway, I have discovered a strange issue:
While jumping and crouching, it seems that the “cube guy” is doing it almost fine, but the movement is not correctly applied to the models. It seems that it try the “pelvis” to always remain in the same place, no matter what the “cube guy” is doing.
Any ideas on what’s the cause of this? Any thoughts on how to solve it?
EDIT: Found it: The vertical movement was disabled on the AvatarController script. This package has a lot of great options. I really think you should put a bit more effort to documentation. Anyway, great work!!!
Hi neoxeo.
Sorry for the late reply. I have forgot to subscribe to my own thread ![]()
I have to think about the infrared support. Probably in the next version…
Best,
Rumen
Hi Alvaro,
Sorry (again) for the late reply.
To your question: There is a parameter of AvatarController-component, attached to the model, called ‘Vertical Movement’. Check this checkbox to allow movements in vertical direction.
Hope this helps.
Best,
Rumen
Hello Roumenf,
A big thanks for releasing this for free, so far this is the easiest way to integrate Kinect to Unity that I’ve found.
I just started working on a Kinect related project and I’ve stumbled into a problem:
- About the gesture detection… I’ve tried to use the IsGestureCompleted function in the KinectManager.cs, but somehow it can’t detect the completed gesture (the Gesture.complete always returns false) even though the gesture info guitext display it as completed.
Hi monochr0m3.
To your question: The reason for not detecting the completed gesture is, as to me, that GestureComplete()-handler in AvatarController detects and resets the gesture state, before you call IsGestureCompleted(). To work around this, I’d suggest that you modify GestureComplete() and GestureCancelled()-functions of AvatarController to return false (this means: don’t reset data) instead of true. Then, in your code, to handle resetting data by yourself. The last parameter true/false signals to reset or don’t reset the corresponding gesture state:
if(IsGestureComplete(UserID, gesture, true))
{
// gesture is complete
}
else (if(IsGestureCancelled(UserID, gesture, true))
{
// gesture is cancelled
}
Hope this helps.
Best,
Rumen
Hello,
I am trying your Kinect with MS-SDK, and it works very well. I have got a question: i have two Kinect connected to my pc, I want to stream data from another application to Unity using a Kinect and your application to capture skeleton inside Unity with the other Kinect. Unfrotunatly both applications try to access the same Kinect, even if it is on another USB controller.
Is there a way to tell Kinect with MS-SDK to take a specific Kinect? Or any other workaround?
Thank you
Hello megisto,
There is no easy way to do this with ‘Kinect with MS-SDK’ package. It initializes and uses the first available Kinect sensor. Can’t you select the 2nd Kinect for the other app? Another option is to use two PCs. Or, if you like coding and testing, you can utilize INuiSensor interface and select the sensor programmatically ![]()
Greetings!
Well, i like coding, but i just can’t
that stuff is way far from my knowledge…
it is strange, if hit play the first application running takes control of the Kinect, while the other application fails. But if i start Kinect with MS-SDK first and then i start the other one it can run the other Kinect, but at that point the initialization of the streaming data to Unity fails, because it initialize at startup.
Hello and thanks for this asset!
I am developing a game with the kinect and was wondering if it is possible to detect hand and head interaction (is it possible to figure out if the player is touching certain parts of his/her head) - for example if there is snow falling on the player’s head could I detect if the player brushes off the snow from a certain part of his/her head?
Also is it possible to display the raw camera input?
Sorry for the newbie questions - I am just getting started with Kinect and Unity3d ![]()
Thanks ![]()
Hi roumenf,
Always thanks for your Kinect with MS-SDK…
I Have a quastion,
How does the rotation of the characters?
Standing in the front of KINECT, I turn around 180 degrees, I turn to the other side
Character does not rotate.
Hi mattteoh,
Sorry for the late reply. I don’t know why, but I don’t get emails when someone posts questions to this thread. Please, if I don’t answer within a 2-3 days, just contact me by email.
To your questions:
I don’t think such a hand-head interaction might be possible.
The raw color camera input can be displayed by ticking ComputeColorMap and DisplayColorMap-parameters of KinectManager. In the example scene KinectManager is a component of MainCamera.
Greetings!
Hi luxertlee,
Please stick to body rotations within +/-80 degrees ![]()
Greetings!
Hello!
I really love your work but i stumbled across this issue:
When i use KinectManager attached to main camera on the first scene everything is ok, but when i load new one(with script attached to camera as well) everything slows down and gets unable to use.
When i load secod scene directly from unity there is no problem
Greetings
Hi!
When there are multiple scenes in your game, MainCamera is not a good choice to attach KinectManager to. Please read ‘Howto-Use-KinectManager-Across-Multiple-Scenes.pdf’ , located into the Assets-folder of the example package. The file-name says what it is all about ![]()
Greetings!
Worked like a charm.
Thanks!
Hiya Rumen,
Great package. Just wondering if there was any plans to support the Kinect2? Looking around cant find any Kinect2 Unity code yet, so wondering if will have to write myself or if someone will get something on the asset store or online somewhere first.
Cheers,
Chris
Hello,
I am trying your Kinect with MS-SDK, and it has been working very well.
I have got a question: I have two Kinect but they are connected to two PCs. I want to be able to communicate between these two PC and get the information of the Kinects to complete the information of the other one. They will be detecting the same Users (I want to have two users) but I want the Kinects to complete the visibility of each other. How can I do that?
Also I have another question, When the kinect is not detecting you well and we have the joints that are pretty messed up, How can we make Unity to understand that he has lost the track of the user, so I will be able to complete it with the other Kinect? Is there a technique on unity that can identify whether the skeleton detected by the kinect is a human or not? Or that we have just the track of person.
Thank you for your help in advance,
Hi WorkingsUK,
There is more than plans about K2-support. Here are my first Kinect2-experiments, if you’re interested: https://github.com/rfilkov/kinect2-unity-example-with-ms-sdk
When the package gets more complete, I’ll publish it on Unity asset store.
Greetings!