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Depth and RGB feeds now available in Unity!
Plus, The whole thing is now installed as a Unity Package for easy setup. Any problems, let me know!
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KUInterfaceSetup.msi

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KinectInterface.unitypackage

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README.txt

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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
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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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New Features with this Release:
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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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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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scaleFactor: scales all joint positions by this number. Do not set to zero.
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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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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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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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displayJointInformation: for visualization of data.
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diplayTextureImage: renders RGB feed on-screen.
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displayDepthImage: renders depth feed on-screen as reverse-intensity image.
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NUI:
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- Call GetJointPos(KinectWrapper.Joints joint) to retrieve the given
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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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- Call GetTextureImage() to get the RGB camera's current output as a
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Texture2D object.
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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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