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*********************************README*********************************
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KinectSDK / Unity3D Interface
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- v.4.1
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+ v.5.0
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Andrew DeVine
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University of Central Florida ISUE Lab
@@ -15,37 +15,56 @@ The Microsoft Kinect SDK v.1.0 is required for this dll:
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http://www.microsoft.com/en-us/kinectforwindows/download
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- Changes:
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- A bug was fixed, occuring on restarting gameplay in Unity, which
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- caused the editor to freeze. Due to limitations with the Kinect SDK,
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- prohibiting uninitialization and re-initialization of the sensor
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- within a running application, the sensor remains on after the first
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- NuiInit call.
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- In the interest of condensing this download, I did not
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- include an editor script to turn off the sensor when you close Unity
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- (as this is not a problem for a Unity .exe build of the project,
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- only when using the editor). You will see the red IR projector still
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- active on your Kinect after you close the editor. So, BE SURE TO
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- DISCONNECT YOUR SENSOR AFTER YOU CLOSE UNITY .
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+
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+ New Features with this Release:
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+
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+ 1) The Depth and RGB streams are now available for your enjoyment!
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+ 2) Intellisense summaries have been added for public members
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+ 3) Now distributed as a Unity package for easy setup
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+ WARNING: Using both the RGB and Depth feeds will cause a significant
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+ drop in performance. Please be sure your system meets the requirements
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+ found in the website above to maximize your experience with the SDK .
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************************************************************************
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SETUP
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************************************************************************
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- 1) Copy KUInterface.dll into the Unity game's working directory
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- (Main Folder; It shares the game's name, and is the parent folder of
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- 'Assets').
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+ In Unity:
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+ Assets -> Import Package -> Custom Package
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+
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+ Select the package from the directory you downloaded it to!
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- 2) Add KUInterface.cs to your Unity project (Assets/Scripts) and attach
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- it to a GameObject.
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- See: http://unity3d.com/support/documentation/Manual/Scripting.html
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+ Simple.
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************************************************************************
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USE
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************************************************************************
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+ PUBLIC SETTINGS:
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+
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+ scaleFactor: scales all joint positions by this number. Do not set to zero.
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+
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+ twoPlayer: set to true to track the maximum of two skeletons. Do not change
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+ value while in play.
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+
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+ useRGB: update RGB feed every frame. Set to false if not being used to
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+ optimize performance. Do not change value while in play.
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+
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+ useDepth: update depth feed every frame. Set to false if not being used to
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+ optimize performance. Do not change value while in play.
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+
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+ displayJointInformation: for visualization of data.
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+
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+ diplayTextureImage: renders RGB feed on-screen.
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+
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+ displayDepthImage: renders depth feed on-screen as reverse-intensity image.
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+
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+
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NUI:
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- Call GetJointPos(KinectWrapper.Joints joint) to retrieve the given
@@ -56,8 +75,15 @@ for player = 1,2 to use two-player mode. The Microsoft Kinect SDK supports
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a maximum of two players with fully recognized skeletons. To use this,
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field 'twoPlayer' must be set to 'True'.
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- - To display the joint information on the screen, set
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- 'displayJointInformation' to 'True'.
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+ IMAGE STREAMS:
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+
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+ - Call GetTextureImage() to get the RGB camera's current output as a
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+ Texture2D object.
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+
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+ - Call GetDepthData() to return the pixel depths as a byte[][] array. The
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+ coordinate depth[x=0][y=0] corresponds to the top-left corner of the depth
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+ camera's viewport.
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CAMERA:
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