Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by ChoiKyongKofuu · Apr 07, 2017 at 10:30 AM · kinectdepth

How can I use the depth of the Kinect for my overlayObject ?

Hello !

I'm currently working on a kind of squash game and I want to use the depth provided by the Kinect v2 as my overlayObject z coordinate. The overlayObject x and y are based on the right hand posJoint.

Right now my code is like that :

 void Update ()
     {
         KinectManager manager = KinectManager.Instance;
         
         if (manager && manager.IsInitialized () && foregroundCamera) {
             //backgroundImage.renderer.material.mainTexture = manager.GetUsersClrTex();
             if (backgroundImage && (backgroundImage.texture == null)) {
                 backgroundImage.texture = manager.GetUsersClrTex ();
             }
             
             // get the background rectangle (use the portrait background, if available)
             Rect backgroundRect = foregroundCamera.pixelRect;
             PortraitBackground portraitBack = PortraitBackground.Instance;
             
             if (portraitBack && portraitBack.enabled) {
                 backgroundRect = portraitBack.GetBackgroundRect ();
             }
 
             // overlay the joint
             long userId = manager.GetUserIdByIndex(playerIndex);
 
             int iJointIndex = (int)trackedJoint;
             if (manager.IsJointTracked (userId, iJointIndex)) 
             {
                 Vector3 posJoint = manager.GetJointPosColorOverlay(userId, iJointIndex, foregroundCamera, backgroundRect);
                 posJoint.z = -8f;
 
                 if (posJoint != Vector3.zero) 
                 {
 
                     if (overlayObject) 
                     {
                         overlayObject.position = posJoint;
                     }
                 }
             } 
             else 
             {
                 // make the overlay object invisible
                 if (overlayObject && overlayObject.position.z > 0f) 
                 {
                     Vector3 posJoint = overlayObject.position;
                     posJoint.z = -8f;
                     overlayObject.position = posJoint;
                 }
             }
         }
     }

As you can see, I restricted the overlayObject z axis to -8, but I'd like it to go forward when the right hand is near the camera and backwards when the hand is far from it.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

101 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

accessing depth information of rendertexture 1 Answer

WebGl and Screen.dpi.ToString() 0 Answers

Kinect Project Upgrade 0 Answers

Sending a kinect generated mesh over network using mirror package. 0 Answers

DepthTextureMode: No depth value with Depth but has depth values with DepthNormals? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges