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Question by 1211asd · Oct 17, 2017 at 05:42 AM · unity 5kinect

KINECT attach an array of objects to array of bodies

im trying to assign objects to left and right hand bone and move them where the hand is going but I really dont know how array works

using UnityEngine; using System.Collections; using Windows.Kinect;

 public class DetectJoints : MonoBehaviour {
 
     public GameObject BodySrcManager;
     public GameObject Glow;
     public JointType[] TrackedRight;
     public JointType[] TrackedLeft;
     private BodySourceManager bodymanager;
     private Body[] bodies;
 
     // Use this for initialization
     void Start () {
         if (BodySrcManager == null) {
 
         } else {
             bodymanager = BodySrcManager.GetComponent<BodySourceManager>();
         }
     }
     
     // Update is called once per frame
     void Update () {
         if (bodymanager == null) {
             return;
         }
         bodies = bodymanager.GetData ();
 
         if (bodies == null) {
             return;
         }
         foreach (var body in bodies) {
             if( body == null){
                 continue;
             }
             if(body.IsTracked){
 
                 foreach (var tright in TrackedRight){
                     var pos = body.Joints[TrackedRight].Position;
                     GameObject glowright = (GameObject) Instantiate (Glow, new Vector3((float)i, 1, 0), Quaternion.identity );
                     glowright.transform.position = new Vector3 (pos.X, pos.Y, pos.Z);
                     //GameObject objects = (GameObject) Instantiate(element.iconPrefab, transform.position, transform.rotation);
                 }
 
 //                GameObject GlowCheck = GameObject.FindGameObjectWithTag("GlowObject");
 //                if (!GlowCheck){
 //                    Instantiate (Glow, Vector3.zero, Quaternion.identity);
 //                }
 //                GlowCheck.transform.position = new Vector3 (pos.X, pos.Y, pos.Z);
 
                 //gameObject.transform.position = new Vector3(pos.X, pos.Y, pos.Z);
             }
         }
     }
 }
 



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