Kinect v2 Tips, Tricks and Examples

teaching4After answering so many different questions about how to use various parts and components of the “Kinect v2 with MS-SDK”-package, I think it would be easier, if I share some general tips, tricks and examples. I’m going to add more tips and tricks to this article in time. Feel free to drop by, from time to time, to check out what’s new.

And here is a link to the Online documentation of the K2-asset.

Table of Contents:

What is the purpose of all manages in the KinectScripts-folder
How to use the Kinect v2-Package functionality in your own Unity project
How to use your own model with the AvatarController
How to make the avatar hands twist around the bone
How to utilize Kinect to interact with GUI buttons and components
How to get the depth- or color-camera textures
How to get the position of a body joint
How to make a game object rotate as the user
How to make a game object follow user’s head position and rotation
How to get the face-points’ coordinates
How to mix Kinect-captured movement with Mecanim animation
How to add your models to the FittingRoom-demo
How to set up the sensor height and angle
Are there any events, when a user is detected or lost
How to process discrete gestures like swipes and poses like hand-raises
How to process continuous gestures, like ZoomIn, ZoomOut and Wheel
How to utilize visual (VGB) gestures in the K2-asset
How to change the language or grammar for speech recognition
How to run the fitting-room or overlay demo in portrait mode
How to build an exe from ‘Kinect-v2 with MS-SDK’ project
How to make the Kinect-v2 package work with Kinect-v1
What do the options of ‘Compute user map’-setting mean
How to set up the user detection order
How to enable body-blending in the FittingRoom-demo, or disable it to increase FPS
How to build Windows-Store (UWP-8.1) application
How to work with multiple users
How to use the FacetrackingManager
How to add background image to the FittingRoom-demo
How to move the FPS-avatars of positionally tracked users in VR environment
How to create your own gestures
How to enable or disable the tracking of inferred joints
How to build exe with the Kinect-v2 plugins provided by Microsoft
How to build Windows-Store (UWP-10) application
How to run the projector-demo scene
How to render background and the background-removal image on the scene background
How to run the demo scenes on non-Windows platforms
How to workaround the user tracking issue, when the user is turned back
How to get the full scene depth image as texture
Some useful hints regarding AvatarController and AvatarScaler
How to setup the K2-package to work with Orbbec Astra sensors (deprecated)
How to setup the K2-asset to work with Nuitrack body tracking SDK
How to control Keijiro’s Skinner-avatars with the Avatar-Controller component
How to track a ball hitting a wall (hints)
How to create your own programmatic gestures
What is the file-format used by the KinectRecorderPlayer-component (KinectRecorderDemo)
How to enable user gender and age detection in KinectFittingRoom1-demo scene

What is the purpose of all manages in the KinectScripts-folder:

The managers in the KinectScripts-folder are components. You can utilize them in your projects, depending on the features you need. The KinectManager is the most general component, needed to interact with the sensor and to get basic data from it, like the color and depth streams, and the bodies and joints’ positions in meters, in Kinect space. The purpose of the AvatarController is to transfer the detected joint positions and orientations to a rigged skeleton. The CubemanController is similar, but it works with transforms and lines to represent the joints and bones, in order to make locating the tracking issues easier. The FacetrackingManager deals with the face points and head/neck orientation. It is used internally by the KinectManager (if available at the same time) to get the precise position and orientation of the head and neck. The InteractionManager is used to control the hand cursor and to detect hand grips, releases and clicks. And finally, the SpeechManager is used for recognition of speech commands. Pay also attention to the Samples-folder. It contains several simple examples (some of them cited below) you can learn from, use directly or copy parts of the code into your scripts.

How to use the Kinect v2-Package functionality in your own Unity project:

1. Copy folder ‘KinectScripts’ from the Assets/K2Examples-folder of the package to your project. This folder contains the package scripts, filters and interfaces.
2. Copy folder ‘Resources’ from the Assets/K2Examples-folder of the package to your project. This folder contains all needed libraries and resources. You can skip copying the libraries you don’t plan to use, in order to save space.
3. Copy folder ‘Standard Assets’ from the Assets/K2Examples-folder of the package to your project. It contains the wrapper classes for Kinect-v2 SDK.
4. Wait until Unity detects and compiles the newly copied resources, folders and scripts.
See this tip as well, if you like to build your project with the Kinect-v2 plugins provided by Microsoft.

How to use your own model with the AvatarController:

1. (Optional) Make sure your model is in T-pose. This is the zero-pose of Kinect joint orientations.
2. Select the model-asset in Assets-folder. Select the Rig-tab in Inspector window.
3. Set the AnimationType to ‘Humanoid’ and AvatarDefinition – to ‘Create from this model’.
4. Press the Apply-button. Then press the Configure-button to make sure the joints are correctly assigned. After that exit the configuration window.
5. Put the model into the scene.
6. Add the KinectScript/AvatarController-script as component to the model’s game object in the scene.
7. Make sure your model also has Animator-component, it is enabled and its Avatar-setting is set correctly.
8. Enable or disable (as needed) the MirroredMovement and VerticalMovement-settings of the AvatarController-component. Do mind when mirrored movement is enabled, the model’s transform should have Y-rotation of 180 degrees.
9. Run the scene to test the avatar model. If needed, tweak some settings of AvatarController and try again.

How to make the avatar hands twist around the bone:

To do it, you need to set ‘Allowed Hand Rotations’-setting of the KinectManager to ‘All’. KinectManager is a component of the MainCamera in the example scenes. This setting has three options: None – turns off all hand rotations, Default – turns on the hand rotations, except the twists around the bone, All – turns on all hand rotations.

How to utilize Kinect to interact with GUI buttons and components:

1. Add the InteractionManager to the main camera or to other persistent object in the scene. It is used to control the hand cursor and to detect hand grips, releases and clicks. Grip means closed hand with thumb over the other fingers, Release – opened hand, hand Click is generated when the user’s hand doesn’t move (stays still) for about 2 seconds.
2. Enable the ‘Control Mouse Cursor’-setting of the InteractionManager-component. This setting transfers the position and clicks of the hand cursor to the mouse cursor, this way enabling interaction with the GUI buttons, toggles and other components.
3. If you need drag-and-drop functionality for interaction with the GUI, enable the ‘Control Mouse Drag’-setting of the InteractionManager-component. This setting starts mouse dragging, as soon as it detects hand grip and continues the dragging until hand release is detected. If you enable this setting, you can also click on GUI buttons with a hand grip, instead of the usual hand click (i.e. staying in place, over the button, for about 2 seconds).

How to get the depth- or color-camera textures:

First off, make sure that ‘Compute User Map’-setting of the KinectManager-component is enabled, if you need the depth texture, or ‘Compute Color Map’-setting of the KinectManager-component is enabled, if you need the color camera texture. Then write something like this in the Update()-method of your script:

KinectManager manager = KinectManager.Instance;
if(manager && manager.IsInitialized())
{
    Texture2D depthTexture = manager.GetUsersLblTex();
    Texture2D colorTexture = manager.GetUsersClrTex();
    // do something with the textures
}

How to get the position of a body joint:

This is demonstrated in KinectScripts/Samples/GetJointPositionDemo-script. You can add it as a component to a game object in your scene to see it in action. Just select the needed joint and optionally enable saving to a csv-file. Do not forget that to add the KinectManager as component to a game object in your scene. It is usually a component of the MainCamera in the example scenes. Here is the main part of the demo-script that retrieves the position of the selected joint:

KinectInterop.JointType joint = KinectInterop.JointType.HandRight;
KinectManager manager = KinectManager.Instance;

if(manager && manager.IsInitialized())
{
    if(manager.IsUserDetected())
    {
        long userId = manager.GetPrimaryUserID();

        if(manager.IsJointTracked(userId, (int)joint))
        {
            Vector3 jointPos = manager.GetJointPosition(userId, (int)joint);
            // do something with the joint position
        }
    }
}

How to make a game object rotate as the user:

This is similar to the previous example and is demonstrated in KinectScripts/Samples/FollowUserRotation-script. To see it in action, you can create a cube in your scene and add the script as a component to it. Do not forget to add the KinectManager as component to a game object in your scene. It is usually a component of the MainCamera in the example scenes.

How to make a game object follow user’s head position and rotation:

You need the KinectManager and FacetrackingManager added as components to a game object in your scene. For example, they are components of the MainCamera in the KinectAvatarsDemo-scene. Then, to get the position of the head and orientation of the neck, you need code like this in your script:

KinectManager manager = KinectManager.Instance;

if(manager && manager.IsInitialized())
{
    if(manager.IsUserDetected())
    {
        long userId = manager.GetPrimaryUserID();

        if(manager.IsJointTracked(userId, (int)KinectInterop.JointType.Head))
        {
            Vector3 headPosition = manager.GetJointPosition(userId, (int)KinectInterop.JointType.Head);
            Quaternion neckRotation = manager.GetJointOrientation(userId, (int)KinectInterop.JointType.Neck);
            // do something with the head position and neck orientation
        }
    }
}

How to get the face-points’ coordinates:

You need a reference to the respective FaceFrameResult-object. This is demonstrated in KinectScripts/Samples/GetFacePointsDemo-script. You can add it as a component to a game object in your scene, to see it in action. To get a face point coordinates in your script you need to invoke its public GetFacePoint()-function. Do not forget to add the KinectManager and FacetrackingManager as components to a game object in your scene. For example, they are components of the MainCamera in the KinectAvatarsDemo-scene.

How to mix Kinect-captured movement with Mecanim animation

1. Use the AvatarControllerClassic instead of AvatarController-component. Assign only these joints that have to be animated by the sensor.
2. Set the SmoothFactor-setting of AvatarControllerClassic to 0, to apply the detected bone orientations instantly.
3. Create an avatar-body-mask and apply it to the Mecanim animation layer. In this mask, disable Mecanim animations of the Kinect-animated joints mentioned above. Do not disable the root-joint!
4. Enable the ‘Late Update Avatars’-setting of KinectManager (component of MainCamera in the example scenes).
5. Run the scene to check the setup. When a player gets recognized by the sensor, part of his joints will be animated by the AvatarControllerClassic component, and the other part – by the Animator component.

How to add your models to the FittingRoom-demo

1. For each of your fbx-models, import the model and select it in the Assets-view in Unity editor.
2. Select the Rig-tab in Inspector. Set the AnimationType to ‘Humanoid’ and the AvatarDefinition to ‘Create from this model’.
3. Press the Apply-button. Then press the Configure-button to check if all required joints are correctly assigned. The clothing models usually don’t use all joints, which can make the avatar definition invalid. In this case you can assign manually the missing joints (shown in red).
4. Keep in mind: The joint positions in the model must match the structure of the Kinect-joints. You can see them, for instance in the KinectOverlayDemo2. Otherwise the model may not overlay the user’s body properly.
5. Create a sub-folder for your model category (Shirts, Pants, Skirts, etc.) in the FittingRoomDemo/Resources-folder.
6. Create a sub-folders with subsequent numbers (0000, 0001, 0002, etc.) for all imported in p.1 models, in the model category folder.
7. Move your models into these numerical folders, one model per folder, along with the needed materials and textures. Rename the model’s fbx-file to ‘model.fbx’.
8. You can put a preview image for each model in jpeg-format (100 x 143px, 24bpp) in the respective model folder. Then rename it to ‘preview.jpg.bytes’. If you don’t put a preview image, the fitting-room demo will display ‘No preview’ in the model-selection menu.
9. Open the FittingRoomDemo1-scene.
10. Add a ModelSelector-component for each model category to the KinectController game object. Set its ‘Model category’-setting to be the same as the name of sub-folder created in p.5 above. Set the ‘Number of models’-setting to reflect the number of sub-folders created in p.6 above.
11. The other settings of your ModelSelector-component must be similar to the existing ModelSelector in the demo. I.e. ‘Model relative to camera’ must be set to ‘BackgroundCamera’, ‘Foreground camera’ must be set to ‘MainCamera’, ‘Continuous scaling’ – enabled. The scale-factor settings may be set initially to 1 and the ‘Vertical offset’-setting to 0. Later you can adjust them slightly to provide the best model-to-body overlay.
12. Enable the ‘Keep selected model’-setting of the ModelSelector-component, if you want the selected model to continue overlaying user’s body, after the model category changes. This is useful, if there are several categories (i.e. ModelSelectors), for instance for shirts, pants, skirts, etc. In this case the selected shirt model will still overlay user’s body, when the category changes and the user starts selects pants, for instance.
13. The CategorySelector-component provides gesture control for changing models and categories, and takes care of switching model categories (e.g for shirts, pants, ties, etc.) for the same user. There is already a CategorySelector for the 1st user (player-index 0) in the scene, so you don’t need to add more.
14. If you plan for multi-user fitting-room, add one CategorySelector-component for each other user. You may also need to add the respective ModelSelector-components for model categories that will be used by these users, too.
15. Run the scene to ensure that your models can be selected in the list and they overlay the user’s body correctly. Experiment a bit if needed, to find the values of scale-factors and vertical-offset settings that provide the best model-to-body overlay.
16. If you want to turn off the cursor interaction in the scene, disable the InteractionManager-component of KinectController-game object. If you want to turn off the gestures (swipes for changing models & hand raises for changing categories), disable the respective settings of the CategorySelector-component. If you want to turn off or change the T-pose calibration, change the ‘Player calibration pose’-setting of KinectManager-component.
17. You can use the FittingRoomDemo2 scene, to utilize or experiment with a single overlay model. Adjust the scale-factor settings of AvatarScaler to fine tune the scale of the whole body, arm- or leg-bones of the model, if needed. Enable the ‘Continuous Scaling’ setting, if you want the model to rescale on each Update.
18. If the clothing/overlay model uses the Standard shader, set its ‘Rendering mode’ to ‘Cutout’. See this comment below for more information.

How to set up the sensor height and angle

There are two very important settings of the KinectManager-component that influence the calculation of users’ and joints’ space coordinates, hence almost all user-related visualizations in the demo scenes. Here is how to set them correctly:

1. Set the ‘Sensor height’-setting, as to how high above the ground is the sensor, in meters. The by-default value is 1, i.e. 1.0 meter above the ground, which may not be your case.
2. Set the ‘Sensor angle’-setting, as to the tilt angle of the sensor, in degrees. Use positive degrees if the sensor is tilted up, negative degrees – if it is tilted down. The by-default value is 0, which means 0 degrees, i.e. the sensor is not tilted at all.
3. Because it is not so easy to estimate the sensor angle manually, you can use the ‘Auto height angle’-setting to find out this value. Select ‘Show info only’-option and run the demo-scene. Then stand in front of the sensor. The information on screen will show you the rough height and angle-settings, as estimated by the sensor itself. Repeat this 2-3 times and write down the values you see.
4. Finally, set the ‘Sensor height’ and ‘Sensor angle’ to the estimated values you find best. Set the ‘Auto height angle’-setting back to ‘Dont use’.
5. If you find the height and angle values estimated by the sensor good enough, or if your sensor setup is not fixed, you can set the ‘Auto height angle’-setting to ‘Auto update’. It will update the ‘Sensor height’ and ‘Sensor angle’-settings continuously, when there are users in the field of view of the sensor.

Are there any events, when a user is detected or lost

There are no special event handlers for user-detected/user-lost events, but there are two other options you can use:

1. In the Update()-method of your script, invoke the GetUsersCount()-function of KinectManager and compare the returned value to a previously saved value, like this:

KinectManager manager = KinectManager.Instance;
if(manager && manager.IsInitialized())
{
    int usersNow = manager.GetUsersCount();

    if(usersNow > usersSaved)
    {
        // new user detected
    }
    if(usersNow < usersSaved)
    {
        // user lost
    }

    usersSaved = usersNow;
}

2. Create a class that implements KinectGestures.GestureListenerInterface and add it as component to a game object in the scene. It has methods UserDetected() and UserLost(), which you can use as user-event handlers. The other methods could be left empty or return the default value (true). See the SimpleGestureListener or GestureListener-classes, if you need an example.

How to process discrete gestures like swipes and poses like hand-raises

Most of the gestures, like SwipeLeft, SwipeRight, Jump, Squat, etc. are discrete. All poses, like RaiseLeftHand, RaiseRightHand, etc. are also considered as discrete gestures. This means these gestures may report progress or not, but all of them get completed or cancelled at the end. Processing these gestures in a gesture-listener script is relatively easy. You need to do as follows:

1. In the UserDetected()-function of the script add the following line for each gesture you need to track:

manager.DetectGesture(userId, KinectGestures.Gestures.xxxxx);

2. In GestureCompleted() add code to process the discrete gesture, like this:

if(gesture == KinectGestures.Gestures.xxxxx)
{
    // gesture is detected - process it (for instance, set a flag or execute an action)
}

3. In the GestureCancelled()-function, add code to process the cancellation of the continuous gesture:

if(gesture == KinectGestures.Gestures.xxxxx)
{
    // gesture is cancelled - process it (for instance, clear the flag)
}

If you need code samples, see the SimpleGestureListener.cs or CubeGestureListener.cs-scripts.

4. From v2.8 on, KinectGestures.cs is not any more a static class, but a component that may be extended, for instance with the detection of new gestures or poses. You need to add it as component to the KinectController-game object, if you need gesture or pose detection in the scene.

How to process continuous gestures, like ZoomIn, ZoomOut and Wheel

Some of the gestures, like ZoomIn, ZoomOut and Wheel, are continuous. This means these gestures never get fully completed, but only report progress greater than 50%, as long as the gesture is detected. To process them in a gesture-listener script, do as follows:

1. In the UserDetected()-function of the script add the following line for each gesture you need to track:

manager.DetectGesture(userId, KinectGestures.Gestures.xxxxx);

2. In GestureInProgress() add code to process the continuous gesture, like this:

if(gesture == KinectGestures.Gestures.xxxxx)
{
    if(progress > 0.5f)
    {
        // gesture is detected - process it (for instance, set a flag, get zoom factor or angle)
    }
    else
    {
        // gesture is no more detected - process it (for instance, clear the flag)
    }
}

3. In the GestureCancelled()-function, add code to process the end of the continuous gesture:

if(gesture == KinectGestures.Gestures.xxxxx)
{
    // gesture is cancelled - process it (for instance, clear the flag)
}

If you need code samples, see the SimpleGestureListener.cs or ModelGestureListener.cs-scripts.

4. From v2.8 on, KinectGestures.cs is not any more a static class, but a component that may be extended, for instance with the detection of new gestures or poses. You need to add it as component to the KinectController-game object, if you need gesture or pose detection in the scene.

How to utilize visual (VGB) gestures in the K2-asset

The visual gestures, created by the Visual Gesture Builder (VGB) can be used in the K2-asset, too. To do it, follow these steps (and see the VisualGestures-game object and its components in the KinectGesturesDemo-scene):

1. Copy the gestures’ database (xxxxx.gbd) to the Resources-folder and rename it to ‘xxxxx.gbd.bytes’.
2. Add the VisualGestureManager-script as a component to a game object in the scene (see VisualGestures-game object).
3. Set the ‘Gesture Database’-setting of VisualGestureManager-component to the name of the gestures’ database, used in step 1 (‘xxxxx.gbd’).
4. Create a visual-gesture-listener to process the gestures, and add it as a component to a game object in the scene (see the SimpleVisualGestureListener-script).
5. In the GestureInProgress()-function of the gesture-listener add code to process the detected continuous gestures and in the GestureCompleted() add code to process the detected discrete gestures.

How to change the language or grammar for speech recognition

1. Make sure you have installed the needed language pack from here.
2. Set the ‘Language code’-setting of SpeechManager-component, as to the grammar language you need to use. The list of language codes can be found here (see ‘LCID Decimal’).
3. Make sure the ‘Grammar file name’-setting of SpeechManager-component corresponds to the name of the grxml.txt-file in Assets/Resources.
4. Open the grxml.txt-grammar file in Assets/Resources and set its ‘xml:lang’-attribute to the language that corresponds to the language code in step 2.
5. Make the other needed modifications in the grammar file and save it.
6. (Optional since v2.7) Delete the grxml-file with the same name in the root-folder of your Unity project (the parent folder of Assets-folder).
7. Run the scene to check, if speech recognition works correctly.

How to run the fitting-room or overlay demo in portrait mode

1. First off, add 9:16 (or 3:4) aspect-ratio to the Game view’s list of resolutions, if it is missing.
2. Select the 9:16 (or 3:4) aspect ratio of Game view, to set the main-camera output in portrait mode.
3. Open the fitting-room or overlay-demo scene and select each of the BackgroundImage(X)-game object(s). If it has a child object called RawImage, select this sub-object instead.
4. Enable the PortraitBackground-component of each of the selected BackgroundImage object(s). When finished, save the scene.
5. Run the scene and test it in portrait mode.

How to build an exe from ‘Kinect-v2 with MS-SDK’ project

By default Unity builds the exe (and the respective xxx_Data-folder) in the root folder of your Unity project. It is recommended to you use another, empty folder instead. The reason is that building the exe in the folder of your Unity project may cause conflicts between the native libraries used by the editor and the ones used by the exe, if they have different architectures (for instance the editor is 64-bit, but the exe is 32-bit).

Also, before building the exe, make sure you’ve copied the Assets/Resources-folder from the K2-asset to your Unity project. It contains the needed native libraries and custom shaders. Optionally you can remove the unneeded zip.bytes-files from the Resources-folder. This will save a lot of space in the build. For instance, if you target Kinect-v2 only, you can remove the Kinect-v1 and OpenNi2-related zipped libraries. The exe won’t need them anyway.

How to make the Kinect-v2 package work with Kinect-v1

If you have only Kinect v2 SDK or Kinect v1 SDK installed on your machine, the KinectManager should detect the installed SDK and sensor correctly. But in case you have both Kinect SDK 2.0 and SDK 1.8 installed simultaneously, the KinectManager will put preference on Kinect v2 SDK and your Kinect v1 will not be detected. The reason for this is that you can use SDK 2.0 in offline mode as well, i.e. without sensor attached. In this case you can emulate the sensor by playing recorded files in Kinect Studio 2.0.

If you want to make the KinectManager utilize the appropriate interface, depending on the currently attached sensor, open KinectScripts/Interfaces/Kinect2Interface.cs and at its start change the value of ‘sensorAlwaysAvailable’ from ‘true’ to ‘false’. After this, close and reopen the Unity editor. Then, on each start, the KinectManager will try to detect which sensor is currently attached to your machine and use the respective sensor interface. This way you could switch the sensors (Kinect v2 or v1), as to your preference, but will not be able to use the offline mode for Kinect v2. To utilize the Kinect v2 offline mode again, you need to switch ‘sensorAlwaysAvailable’ back to true.

What do the options of ‘Compute user map’-setting mean

Here are one-line descriptions of the available options:

  • RawUserDepth means that only the raw depth image values, coming from the sensor will be available, via the GetRawDepthMap()-function for instance;
  • BodyTexture means that GetUsersLblTex()-function will return the white image of the tracked users;
  • UserTexture will cause GetUsersLblTex() to return the tracked users’ histogram image;
  • CutOutTexture, combined with enabled ‘Compute color map‘-setting, means that GetUsersLblTex() will return the cut-out image of the users.

All these options (except RawUserDepth) can be tested instantly, if you enable the ‘Display user map‘-setting of KinectManager-component, too.

How to set up the user detection order

There is a ‘User detection order’-setting of the KinectManager-component. You can use it to determine how the user detection should be done, depending on your requirements. Here are short descriptions of the available options:

  • Appearance is selected by default. It means that the player indices are assigned in order of user appearance. The first detected user gets player index 0, The next one gets index 1, etc. If the user 0 gets lost, the remaining users are not reordered. The next newly detected user will take its place;
  • Distance means that player indices are assigned depending on distance of the detected users to the sensor. The closest one will get player index 0, the next closest one – index 1, etc. If a user gets lost, the player indices are reordered, depending on the distances to the remaining users;
  • Left to right means that player indices are assigned depending on the X-position of the detected users. The leftmost one will get player index 0, the next leftmost one – index 1, etc. If a user gets lost, the player indices are reordered, depending on the X-positions of the remaining users;

The user-detection area can be further limited with ‘Min user distance’, ‘Max user distance’ and ‘Max left right distance’-settings, in meters from the sensor. The maximum number of detected user can be limited by lowering the value of ‘Max tracked user’-setting.

How enable body-blending in the FittingRoom-demo, or disable it to increase FPS

If you select the MainCamera in the KinectFittingRoom1-demo scene (in v2.10 or above), you will see a component called UserBodyBlender. It is responsible for mixing the clothing model (overlaying the user) with the real world objects (including user’s body parts), depending on the distance to camera. For instance, if you arms or other real-world objects are in front of the model, you will see them overlaying the model, as expected.

You can enable the component, to turn on the user’s body-blending functionality. The ‘Depth threshold’-setting may be used to adjust the minimum distance to the front of model (in meters). It determines when a real-world’s object will become visible. It is set by default to 0.1m, but you could experiment a bit to see, if any other value works better for your models. If the scene performance (in means of FPS) is not sufficient, and body-blending is not important, you can disable the UserBodyBlender-component to increase performance.

How to build Windows-Store (UWP-8.1) application

To do it, you need at least v2.10.1 of the K2-asset. To build for ‘Windows store’, first select ‘Windows store’ as platform in ‘Build settings’, and press the ‘Switch platform’-button. Then do as follows:

1. Unzip Assets/Plugins-Metro.zip. This will create Assets/Plugins-Metro-folder.
2. Delete the KinectScripts/SharpZipLib-folder.
3. Optionally, delete all zip.bytes-files in Assets/Resources. You won’t need these libraries in Windows/Store. All Kinect-v2 libraries reside in Plugins-Metro-folder.
4. Select ‘File / Build Settings’ from the menu. Add the scenes you want to build. Select ‘Windows Store’ as platform. Select ‘8.1’ as target SDK. Then click the Build-button. Select an empty folder for the Windows-store project and wait the build to complete.
5. Go to the build-folder and open the generated solution (.sln-file) with Visual studio.
6. Change the ‘by default’ ARM-processor target to ‘x86’. The Kinect sensor is not compatible with ARM processors.
7. Right click ‘References’ in the Project-windows and select ‘Add reference’. Select ‘Extensions’ and then WindowsPreview.Kinect and Microsoft.Kinect.Face libraries. Then press OK.
8. Open solution’s manifest-file ‘Package.appxmanifest’, go to ‘Capabilities’-tab and enable ‘Microphone’ and ‘Webcam’ in the left panel. Save the manifest. This is needed to to enable the sensor, when the UWP app starts up. Thanks to Yanis Lukes (aka Pendrokar) for providing this info!
9. Build the project. Run it, to test it locally. Don’t forget to turn on Windows developer mode on your machine.

How to work with multiple users

Kinect-v2 can fully track up to 6 users simultaneously. That’s why many of the Kinect-related components, like AvatarController, InteractionManager, model & category-selectors, gesture & interaction listeners, etc. have a setting called ‘Player index’. If set to 0, the respective component will track the 1st detected user. If set to 1, the component will track the 2nd detected use. If set to 2 – the 3rd user, etc. The order of user detection may be specified with the ‘User detection order’-setting of the KinectManager (component of KinectController game object).

How to use the FacetrackingManager

The FacetrackingManager-component may be used for several purposes. First, adding it as component of KinectController will provide more precise neck and head tracking, when there are avatars in the scene (humanoid models utilizing the AvatarController-component). If HD face tracking is needed, you can enable the ‘Get face model data’-setting of FacetrackingManager-component. Keep in mind that using HD face tracking will lower performance and may cause memory leaks, which can cause Unity crash after multiple scene restarts. Please use this feature carefully.

In case of ‘Get face model data’ enabled, don’t forget to assign a mesh object (e.g. Quad) to the ‘Face model mesh’-setting. Pay also attention to the ‘Textured model mesh’-setting. The available options are: ‘None’ – means the mesh will not be textured; ‘Color map’ – the mesh will get its texture from the color camera image, i.e. it will reproduce user’s face; ‘Face rectangle’ – the face mesh will be textured with its material’s Albedo texture, whereas the UI coordinates will match the detected face rectangle.

Finally, you can use the FacetrackingManager public API to get a lot of face-tracking data, like the user’s head position and rotation, animation units, shape units, face model vertices, etc.

How to add background image to the FittingRoom-demo (updated for v2.14 and later)

To replace the color-camera background in the FittingRoom-scene with a background image of your choice, please do as follows:

1. Enable the BackgroundRemovalManager-component of the KinectController-game object in the scene.
2. Make sure the ‘Compute user map’-setting of KinectManager (component of the KinectController, too) is set to ‘Body texture’, and the ‘Compute color map’-setting is enabled.
3. Set the needed background image as texture of the RawImage-component of BackgroundImage1-game object in the scene.
4. Run the scene to check, if it works as expected.

How to move the FPS-avatars of positionally tracked users in VR environment

There are two options for moving first-person avatars in VR-environment (the 1st avatar-demo scene in K2VR-asset):

1. If you use the Kinect’s positional tracking, turn off the Oculus/Vive positional tracking, because their coordinates are different to Kinect’s.
2. If you prefer to use the Oculus/Vive positional tracking:
– enable the ‘External root motion’-setting of the AvatarController-component of avatar’s game object. This will disable avatar motion as to Kinect special coordinates.
– enable the HeadMover-component of avatar’s game object, and assign the MainCamera as ‘Target transform’, to follow the Oculus/Vive position.

Now try to run the scene. If there are issues with the MainCamera used as positional target, do as follows:
– add an empty game object to the scene. It will be used to follow the Oculus/Vive positions.
– assign the newly created game object to the ‘Target transform’-setting of the HeadMover-component.
– add a script to the newly created game object, and in that script’s Update()-function set programatically the object’s transform position to be the current Oculus/Vive position.

How to create your own gestures

For gesture recognition there are two options – visual gestures (created with the Visual Gesture Builder, part of Kinect SDK 2.0) and programmatic gestures, coded in KinectGestures.cs or a class that extends it. The programmatic gestures detection consists mainly of tracking the position and movement of specific joints, relative to some other joints. For more info regarding how to create your own programmatic gestures look at this tip below.

The scenes demonstrating the detection of programmatic gestures are located in the KinectDemos/GesturesDemo-folder. The KinectGesturesDemo1-scene shows how to utilize discrete gestures, and the KinectGesturesDemo2-scene is about continuous gestures.

And here is a video on creating and checking for visual gestures. Please check KinectDemos/GesturesDemo/VisualGesturesDemo-scene too, to see how to use visual gestures in Unity. A major issue with the visual gestures is that they usually work in the 32-bit builds only.

How to enable or disable the tracking of inferred joints

First, keep in mind that:
1. There is ‘Ignore inferred joints’-setting of the KinectManager. KinectManager is usually a component of the KinectController-game object in demo scenes.
2. There is a public API method of KinectManager, called IsJointTracked(). This method is utilized by various scripts & components in the demo scenes.

Here is how it works:
The Kinect SDK tracks the positions of all body joints’ together with their respective tracking states. These states can be Tracked, NotTracked or Inferred. When the ‘Ignore inferred joints’-setting is enabled, the IsJointTracked()-method returns true, when the tracking state is Tracked or Inferred, and false when the state is NotTracked. I.e. both tracked and inferred joints are considered valid. When the setting is disabled, the IsJointTracked()-method returns true, when the tracking state is Tracked, and false when the state is NotTracked or Inferred. I.e. only the really tracked joints are considered valid.

How to build exe with the Kinect-v2 plugins provided by Microsoft

In case you’re targeting Kinect-v2 sensor only, and would like to avoid packing all native libraries that come with the K2-asset in the build, as well as unpacking them into the working directory of the executable afterwards, do as follows:

1. Download and unzip the Kinect-v2 Unity Plugins from here.
2. Open your Unity project. Select ‘Assets / Import Package / Custom Package’ from the menu and import only the Plugins-folder from ‘Kinect.2.0.1410.19000.unitypackage’. You can find it in the unzipped package from p.1 above. Please don’t import anything from the ‘Standard Assets’-folder of the unitypackage. All needed standard assets are already present in the K2-asset.
3. If you are using the FacetrackingManager in your scenes, import only the Plugins-folder from ‘Kinect.Face.2.0.1410.19000.unitypackage’ as well. If you are using visual gestures (i.e. VisualGestureManager in your scenes), import only the Plugins-folder from ‘Kinect.VisualGestureBuilder.2.0.1410.19000.unitypackage’, too. Again, please don’t import anything from the ‘Standard Assets’-folders of these unitypackages. All needed standard assets are already present in the K2-asset.
4. Delete KinectV2UnityAddin.x64.zip & NuiDatabase.zip (or all zipped libraries) from the K2Examples/Resources-folder. You can see them as .zip-files in the Assets-window, or as .zip.bytes-files in the Windows explorer. You are going to use the Kinect-v2 sensor only, so all these zipped libraries are not needed any more.
5. Delete all dlls in the root-folder of your Unity project. The root-folder is the parent-folder of the Assets-folder of your project, and is not visible in the Editor. You may need to stop the Unity editor. Delete the NuiDatabase- and vgbtechs-folders in the root-folder, as well. These dlls and folders are no more needed, because they are part of the project’s Plugins-folder now.
6. Open Unity editor again, load the project and try to run the demo scenes in the project, to make sure they work as expected.
7. If everything is OK, build the executable again. This should work for both x86 and x86_64-architectures, as well as for Windows-Store, SDK 8.1.

How to build Windows-Store (UWP-10) application

To do it, you need at least v2.12.2 of the K2-asset. Then follow these steps:

1. (optional, as of v2.14.1) Delete the KinectScripts/SharpZipLib-folder. It is not needed for UWP. If you leave it, it may cause syntax errors later.
2. Open ‘File / Build Settings’ in Unity editor, switch to ‘Windows store’ platform and select ‘Universal 10’ as SDK. Make sure ‘.Net’ is selected as scripting backend. Optionally enable the ‘Unity C# Project’ and ‘Development build’-settings, if you’d like to edit the Unity scripts in Visual studio later.
3. Press the ‘Build’-button, select output folder and wait for Unity to finish exporting the UWP-Visual studio solution.
4. Close or minimize the Unity editor, then open the exported UWP solution in Visual studio.
5. Select x86 or x64 as target platform in Visual studio.
6. Open ‘Package.appmanifest’ of the main project, and on tab ‘Capabilities’ enable ‘Microphone’ & ‘Webcam’. These may be enabled in the Windows-store’s Player settings in Unity, too.
7. If you have enabled the ‘Unity C# Project’-setting in p.2 above, right click on ‘Assembly-CSharp’-project in the Solution explorer, select ‘Properties’ from the context menu, and then select ‘Windows 10 Anniversary Edition (10.0; Build 14393)’ as ‘Target platform’. Otherwise you will get compilation errors.
8. Build and run the solution, on the local or remote machine. It should work now.

Please mind the FacetrackingManager and SpeechRecognitionManager-components, hence the scenes that use them, will not work with the current version of the K2-UWP interface.

How to run the projector-demo scene (v2.13 and later)

To run the KinectProjectorDemo-scene, you need to calibrate the projector to the Kinect sensor first. To do it, please follow these steps:

1. To do the needed sensor-projector calibration, you first need to download RoomAliveToolkit, and then open and build the ProCamCalibration-project in Microsoft Visual Studio 2015 or later. For your convenience, here is a ready-made build of the needed executables, made with VS-2015.
2. Then open the ProCamCalibration-page and follow carefully the instructions in ‘Tutorial: Calibrating One Camera and One Projector’, from ‘Room setup’ to ‘Inspect the results’.
3. After the ProCamCalibration finishes successfully, copy the generated calibration xml-file to the KinectDemos/ProjectorDemo/Resources-folder of the K2-asset.
4. Open the KinectProjectorDemo-scene in Unity editor, select the MainCamera-game object in Hierarchy, and drag the calibration xml-file generated by ProCamCalibrationTool to the ‘Calibration Xml’-setting of its ProjectorCamera-component. Please also check, if the value of ‘Proj name in config’-setting is the same as the projector name set in the calibration xml-file (usually ‘0’).
5. Set the projector to duplicate the main screen, enable ‘Maximize on play’ in Editor (or build the scene), and run the scene in full-screen mode. Walk in front of the sensor, to check if the projected skeleton overlays correctly the user’s body. You can also try to enable ‘U_Character’ game object in the scene, to see how a virtual 3D-model can overlay the user’s body at runtime.

How to render background and the background-removal image on the scene background

First off, if you want to replace the color-camera background in the FittingRoom-demo scene with the background-removal image, please see and follow these steps.

For all other demo-scenes: You can replace the color-camera image on scene background with the background-removal image, by following these (rather complex) steps:

1. Create an empty game object in the scene, name it BackgroundImage1, and add ‘GUI Texture’-component to it (this will change after the release of Unity 2017.2, because it deprecates GUI-Textures). Set its Transform position to (0.5, 0.5, 0) to center it on the screen. This object will be used to render the scene background, so you can select a suitable picture for the Texture-setting of its GUITexture-component. If you leave its Texture-setting to None, a skybox or solid color will be rendered as scene background.

2. In a similar way, create a BackgroundImage2-game object. This object will be used to render the detected users, so leave the Texture-setting of its GUITexture-component to None (it will be set at runtime by a script), and set the Y-scale of the object to -1. This is needed to flip the rendered texture vertically. The reason: Unity textures are rendered bottom to top, while the Kinect images are top to bottom.

3. Add KinectScripts/BackgroundRemovalManager-script as component to the KinectController-game object in the scene (if it is not there yet). This is needed to provide the background removal functionality to the scene.

4. Add KinectDemos/BackgroundRemovalDemo/Scripts/ForegroundToImage-script as component to the BackgroundImage2-game object. This component will set the foreground texture, created at runtime by the BackgroundRemovalManager-component, as Texture of the GUI-Texture component (see p2 above).

Now the tricky part: Two more cameras are needed to display the user image over the scene background – one to render the background picture, 2nd one to render the user image on top of it, and finally – the main camera – to render the 3D objects on top of the background cameras.  Cameras in Unity have a setting called ‘Culling Mask’, where you can set the layers rendered by each camera. There are also two more settings: Depth and ‘Clear flags’ that may be used to change the cameras rendering order.

5. In our case, two extra layers will be needed for the correct rendering of background cameras. Select ‘Add layer’ from the Layer-dropdown in the top-right corner of the Inspector and add 2 layers – ‘BackgroundLayer1’ and ‘BackgroundLayer2’, as shown below. Unfortunately, when Unity exports the K2-package, it doesn’t export the extra layers too. That’s why the extra layers are missing in the demo-scenes.

6. After you have added the extra layers, select the BackgroundImage1-object in Hierarchy and set its layer to ‘BackgroundLayer1’. Then select the BackgroundImage2 and set its layer to ‘BackgroundLayer2’.

7. Create a camera-object in the scene and name it BackgroundCamera1. Set its CullingMask to ‘BackgroundLayer1’ only. Then set its ‘Depth’-setting to (-2) and its ‘Clear flags’-setting to ‘Skybox’ or ‘Solid color’. This means this camera will render first, will clear the output and then render the texture of BackgroundImage1. Don’t forget to disable its AudioListener-component, too. Otherwise, expect endless warnings in the console, regarding multiple audio listeners in the scene.

8. Create a 2nd camera-object and name it BackgroundCamera2. Set its CullingMask to ‘BackgroundLayer2’ only, its ‘Depth’ to (-1) and its ‘Clear flags’ to ‘Depth only’. This means this camera will render 2nd (because -1 > -2), will not clear the previous camera rendering, but instead render the BackgroundImage2 texture on top of it. Again, don’t forget to disable its AudioListener-component.

9. Finally, select the ‘Main Camera’ in the scene. Set its ‘Depth’ to 0 and ‘Clear flags’ to ‘Depth only’. In its ‘Culling mask’ disable ‘BackgroundLayer1’ and ‘BackgroundLayer2’, because they are already rendered by the background cameras. This way the main camera will render all other layers in the scene, on top of the background cameras (depth: 0 > -1 > -2).

If you need a practical example of the above setup, please look at the objects, layers and cameras of the KinectDemos/BackgroundRemovalDemo/KinectBackgroundRemoval1-demo scene.

How to run the demo scenes on non-Windows platforms

Starting with v2.14 of the K2-asset you can run and build many of the demo-scenes on non-Windows platform. In this case you can utilize the KinectDataServer and KinectDataClient components, to transfer the Kinect body and interaction data over the network. The same approach is used by the K2VR-asset. Here is what to do:

1. Add KinectScripts/KinectDataClient.cs as component to KinectController-game object in the client scene. It will replace the direct connection to the sensor with connection to the KinectDataServer-app over the network.
2. On the machine, where the Kinect-sensor is connected, run KinectDemos/KinectDataServer/KinectDataServer-scene or download the ready-built KinectDataServer-app for the same version of Unity editor, as the one running the client scene. The ready-built KinectDataServer-app can be found on this page.
3. Make sure the KinectDataServer and the client scene run in the same subnet. This is needed, if you’d like the client to discover automatically the running instance of KinectDataServer. Otherwise you would need to set manually the ‘Server host’ and ‘Server port’-settings of the KinectDataClient-component.
4. Run the client scene to make sure it connects to the server. If it doesn’t, check the console for error messages.
5. If the connection between the client and server is OK, and the client scene works as expected, build it for the target platform and test it there too.

How to workaround the user tracking issue, when the user is turned back

Starting with v2.14 of the K2-asset you can (at least roughly) work around the user tracking issue, when the user is turned back. Here is what to do:

1. Add FacetrackingManager-component to your scene, if there isn’t one there already. The face-tracking is needed for front & back user detection.
2. Enable the ‘Allow turn arounds’-setting of KinectManager. The KinectManager is component of KinectController-game object in all demo scenes.
3. Run the scene to test it. Keep in mind this feature is only a workaround (not a solution) for an issue in Kinect SDK. The issue is that by design Kinect tracks correctly only users who face the sensor. The side tracking is not smooth, as well. And finally, this workaround is experimental and may not work in all cases.

How to get the full scene depth image as texture

If you’d like to get the full scene depth image, instead of user-only depth image, please follow these steps:

1. Open Resources/DepthShader.shader and uncomment the commented out else-part of the ‘if’, you can see near the end of the shader. Save the shader and go back to the Unity editor.
2. Make sure the ‘Compute user map’-setting of the KinectManager is set to ‘User texture’. KinectManager is component of the KinectController-game object in all demo scenes.
3. Optionally enable the ‘Display user map’-setting of KinectManager, if you want to see the depth texture on screen.
4. You can also get the depth texture by calling ‘KinectManager.Instance.GetUsersLblTex()’ in your scripts, and then use it the way you want.

Some useful hints regarding AvatarController and AvatarScaler

The AvatarController-component moves the joints of the humanoid model it is attached to, according to the user’s movements in front of the Kinect-sensor. The AvatarScaler-component (used mainly in the fitting-room scenes) scales the model to match the user in means of height, arms length, etc. Here are some useful hints regarding these components:

1. If you need the avatar to move around its initial position, make sure the ‘Pos relative to camera’-setting of its AvatarController is set to ‘None’.
2. If ‘Pos relative to camera’ references a camera instead, the avatar’s position with respect to that camera will be the same as the user’s position with respect to the Kinect sensor.
3. If ‘Pos relative to camera’ references a camera and ‘Pos rel overlay color’-setting is enabled too, the 3d position of avatar is adjusted to overlay the user on color camera feed.
4. In this last case, if the model has AvatarScaler component too, you should set the ‘Foreground camera’-setting of AvatarScaler to the same camera. Then scaling calculations will be based on the adjusted (overlayed) joint positions, instead of on the joint positions in space.
5. The ‘Continuous scaling’-setting of AvatarScaler determines whether the model scaling should take place only once when the user is detected (when the setting is disabled), or continuously – on each update (when the setting is enabled).

If you need the avatar to obey physics and gravity, disable the ‘Vertical movement’-setting of the AvatarController-component. Disable the ‘Grounded feet’-setting too, if it is enabled. Then enable the ‘Freeze rotation’-setting of its Rigidbody-component for all axes (X, Y & Z). Make sure the ‘Is Kinematic’-setting is disabled as well, to make the physics control the avatar’s rigid body.

If you want to stop the sensor control of the humanoid model in the scene, you can remove the AvatarController-component of the model. If you want to resume the sensor control of the model, add the AvatarController-component to the humanoid model again. After you remove or add this component, don’t forget to call ‘KinectManager.Instance.refreshAvatarControllers();’, to update the list of avatars KinectManager keeps track of.

How to setup the K2-package (v2.16 or later) to work with Orbbec Astra sensors (deprecated – use Nuitrack)

1. Go to https://orbbec3d.com/develop/ and click on ‘Download Astra Driver and OpenNI 2’. Here is the shortcut: http://www.orbbec3d.net/Tools_SDK_OpenNI/3-Windows.zip
2. Unzip the downloaded file, go to ‘Sensor Driver’-folder and run SensorDriver_V4.3.0.4.exe to install the Orbbec Astra driver.
3. Connect the Orbbec Astra sensor. If the driver is installed correctly, you should see it in the Device Manager, under ‘Orbbec’.
4. If you have Kinect SDK 2.0 installed, please open KinectScripts/Interfaces/Kinect2Interface.cs and change ‘sensorAlwaysAvailable = true;’ at the beginning of the class to ‘sensorAlwaysAvailable = false;’. More information about this action can be found here.
5. If you have ‘Kinect SDK 2.0’ installed on the same machine, look at this tip above, to see how to turn off the K2-sensor-always-available flag.
6. Run one of the avatar-demo scenes to check, if the Orbbec Astra interface works. The sensor should light up and the user(s) should be detected.

How to setup the K2-asset (v2.17 or later) to work with Nuitrack body tracking SDK (updated 11.Jun.2018)

1. To install Nuitrack SDK, follow the instructions on this page, for your respective platform. Nuitrack installation archives can be found here.
2. Connect the sensor, go to [NUITRACK_HOME]/activation_tool-folder and run the Nuitrack-executable. Press the Test-button at the top. You should see the depth stream coming from the sensor. And if you move in front of the sensor, you should see how Nuitrack SDK tracks your body and joints.
3. If you can’t see the depth image and body tracking, when the sensor connected, this would mean Nuitrack SDK is not working properly. Close the Nuitrack-executable, go to [NUITRACK_HOME]/bin/OpenNI2/Drivers and delete (or move somewhere else) the SenDuck-driver and its ini-file. Then go back to step 2 above, and try again.
4. If you have ‘Kinect SDK 2.0‘ installed on the same machine, look at this tip, to see how to turn off the K2-sensor always-available flag.
5. Please mind, you can expect crashes, while using Nuitrack SDK with Unity. The two most common crash-causes are: a) the sensor is not connected when you start the scene; b) you’re using Nuitrack trial version, which will stop after 3 minutes of scene run, and will cause Unity crash as side effect.
6. If you buy a Nuitrack license, don’t forget to import it into Nuitrack’s activation tool. On Windows this is: <nuitrack-home>\activation_tool\Nuitrack.exe. You can use the same app to test the currently connected sensor, as well. If everything works, you are ready to test the Nuitrack interface in Unity..
7. Run one of the avatar-demo scenes to check, if the Nuitrack interface, the sensor depth stream and Nuitrack body tracking works. Run the color-collider demo scene, to check if the color stream works, as well.
8. Please mind: The scenes that rely on color image overlays may or may not work correctly. This may be fixed in future K2-asset updates.

How to control Keijiro’s Skinner-avatars with the Avatar-Controller component

1. Download Keijiro’s Skinner project from its GitHub-repository.
2. Import the K2-asset from Unity asset store into the same project. Delete K2Examples/KinectDemos-folder. The demo scenes are not needed here.
3. Open Assets/Test/Test-scene. Disable Neo-game object in Hierarchy. It is not really needed.
4. Create an empty game object in Hierarchy and name it KinectController, to be consistent with the other demo scenes. Add K2Examples/KinectScripts/KinectManager.cs as component to this object. The KinectManager-component is needed by all other Kinect-related components.
5. Select ‘Neo (Skinner Source)’-game object in Hierarchy. Delete ‘Mocaps’ from the Controller-setting of its Animator-component, to prevent playing the recorded mo-cap animation, when the scene starts.
6. Press ‘Select’ below the object’s name, to find model’s asset in the project. Disable ‘Optimize game objects’-setting on its Rig-tab, and make sure its rig is Humanoid. Otherwise the AvatarController will not find the model’s joints it needs to control.
7. Add K2Examples/KinectScripts/AvatarController-component to ‘Neo (Skinner Source)’-game object in the scene, and enable its ‘Mirrored movement’ and ‘Vertical movement’-settings. Make sure the object’s transform rotation is (0, 180, 0).
8. Optionally, disable the script components of ‘Camera tracker’, ‘Rotation’, ‘Distance’ & ‘Shake’-parent game objects of the main camera in the scene, if you’d like to prevent the camera’s own animated movements.
9. Run the scene and start moving in front of the sensor, to see the effect. Try the other skinner renderers as well. They are children of ‘Skinner Renderers’-game object in the scene.

How to track a ball hitting a wall (hints)

This is a question I was asked quite a lot recently, because there are many possibilities for interactive playgrounds out there. For instance: virtual football or basketball shooting, kids throwing balls at projected animals on the wall, people stepping on virtual floor, etc. Here are some hints how to achieve it:

1. The only thing you need in this case, is to process the raw depth image coming from the sensor. You can get it by calling KinectManager.Instance.GetRawDepthMap(). It is an array of short-integers (DepthW x DepthH in size), representing the distance to the detected objects for each point of the depth image, in mm.
2. You know the distance from the sensor to the wall in meters, hence in mm too. It is a constant, so you can filter out all depth points that represent object distances closer than 1-2 meters (or less) from the wall. They are of no interest here, because too far from the wall. You need to experiment a bit to find the exact filtering distance.
3. Use some CV algorithm to locate the centers of the blobs of remaining, unfiltered depth points. There may be only one blob in case of one ball, or many blobs in case of many balls, or people walking on the floor.
4. When these blobs (and their respective centers) is at maximum distance, close to the fixed distance to the wall, this would mean the ball(s) have hit the wall.
5. Map the depth coordinates of the blob centers to color camera coordinates, by using KinectManager.Instance.MapDepthPointToColorCoords(), and you will have the screen point of impact, or KinectManager.Instance.MapDepthPointToSpaceCoords(), if you prefer to get the 3D position of the ball at the moment of impact. If you are not sure how to do the sensor to projector calibration, look at this tip.

How to create your own programmatic gestures

The programmatic gestures are implemented in KinectScripts/KinectGestures.cs or class that extends it. The detection of a gesture consists of checking for gesture-specific poses in the different gesture states. Look below for more information.

1. Open KinectScripts/KinectGestures.cs and add the name of your gesture(s) to the Gestures-enum. As you probably know, the enums in C# cannot be extended. This is the reason you should modify it to add your unique gesture names here. Alternatively, you can use the predefined UserGestureX-names for your gestures, if you prefer not to modify KinectGestures.cs.
2. Find CheckForGesture()-method in the opened class and add case(s) for the new gesture(s), at the end of its internal switch. It will contain the code that detects the gesture.
3. In the gesture-case, add an internal switch that will check for user pose in the respective state. See the code of other simple gesture (like RaiseLeftHand, RaiseRightHand, SwipeLeft or SwipeRight), if you need example.

In CheckForGestures() you have access to the jointsPos-array, containing all joint positions and jointsTracked-array, containing showing whether the the respective joints are currently tracked or not. The joint positions are in world coordinates, in meters.

The gesture detection code usually consists of checking for specific user poses in the current gesture state. The gesture detection always starts with the initial state 0. At this state you should check if the gesture has started. For instance, if the tracked joint (hand, foot or knee) is positioned properly relative to some other joint (like body center, hip or shoulder). If it is, this means the gesture has started. Save the position of the tracked joint, the current time and increment the state to 1. All this may be done by calling SetGestureJoint().

Then, at the next state (1), you should check if the gesture continues successfully or not. For instance, if the tracked joint has moved as expected relative to the other joint, and within the expected time frame in seconds. If it’s not, cancel the gesture and start over from state 0. This could be done by calling SetGestureCancelled()-method.

Otherwise, if this is the last expected state, consider the gesture is completed, call CheckPoseComplete() with last parameter 0 (i.e. don’t wait), to mark the gesture as complete. In case of gesture cancelation or completion, the gesture listeners will be notified.

If the gesture is successful so far, but not yet completed, call SetGestureJoint() again to save the current joint position and timestamp, as well as increment the gesture state again. Then go on with the next gesture-state processing, until the gesture gets completed. It would be also good to set the progress of the gesture the gestureData-structure, when the gesture consists of more than two states.

The demo scenes related to checking for programmatic gestures are located in the KinectDemos/GesturesDemo-folder. The KinectGesturesDemo1-scene shows how to utilize discrete gestures, and the KinectGesturesDemo2-scene is about the continuous gestures.

More tips regarding listening for discrete and continuous programmatic gestures in Unity scenes can be found above.

What is the file-format used by the KinectRecorderPlayer-component (KinectRecorderDemo)

The KinectRecorderPlayer-component can record or replay body-recording files. These are text files, where each line represents a body-frame at a specific moment in time. You can use it to replay or analyze the body-frame recordings in your own tools. Here is the format of each line. See the sample body-frames below, for reference.

0. time in seconds, since the start of recording, followed by ‘|’. All other field separators are ‘,’.
This value is used by the KinectRecorderPlayer-component for time-sync, when it needs to replay the body recording.

1. body frame identifier. should be ‘kb’.
2. body-frame timestamp, coming from the Kinect SDK (ignored by the KinectManager)
3. number of max tracked bodies (6).
4. number of max tracked body joints (25).

then, follows the data for each body (6 times)
6. body tracking flag – 1 if the body is tracked, 0 if it is not tracked (the 5 zeros at the end of the lines below are for the 5 missing bodies)

if the body is tracked, then the bodyId and the data for all body joints follow. if it is not tracked – the bodyId and joint data (7-9) are skipped
7. body ID

body joint data (25 times, for all body joints – ordered by JointType (see KinectScripts/KinectInterop.cs)
8. joint tracking state – 0 means not-tracked; 1 – inferred; 2 – tracked

if the joint is inferred or tracked, the joint position data follows. if it is not-tracked, the joint position data (9) is skipped.
9. joint position data – X, Y & Z.

And here are two body-frame samples, for reference:

0.774|kb,101856122898130000,6,25,1,72057594037928806,2,-0.415,-0.351,1.922,2,-0.453,-0.058,1.971,2,-0.488,0.223,2.008,2,-0.450,0.342,2.032,2,-0.548,0.115,1.886,1,-0.555,-0.047,1.747,1,-0.374,-0.104,1.760,1,-0.364,-0.105,1.828,2,-0.330,0.103,2.065,2,-0.262,-0.100,1.963,2,-0.363,-0.068,1.798,1,-0.416,-0.078,1.789,2,-0.457,-0.334,1.847,2,-0.478,-0.757,1.915,2,-0.467,-1.048,1.943,2,-0.365,-1.043,1.839,2,-0.361,-0.356,1.929,2,-0.402,-0.663,1.795,1,-0.294,-1.098,1.806,1,-0.218,-1.081,1.710,2,-0.480,0.154,2.001,2,-0.335,-0.109,1.840,2,-0.338,-0.062,1.804,2,-0.450,-0.067,1.736,2,-0.435,-0.031,1.800,0,0,0,0,0

1.710|kb,101856132898750000,6,25,1,72057594037928806,2,-0.416,-0.351,1.922,2,-0.453,-0.059,1.972,2,-0.487,0.223,2.008,2,-0.449,0.342,2.032,2,-0.542,0.116,1.881,1,-0.555,-0.047,1.748,1,-0.374,-0.102,1.760,1,-0.364,-0.104,1.826,2,-0.327,0.102,2.063,2,-0.262,-0.100,1.963,2,-0.363,-0.065,1.799,2,-0.415,-0.071,1.785,2,-0.458,-0.334,1.848,2,-0.477,-0.757,1.914,1,-0.483,-1.116,2.008,1,-0.406,-1.127,1.917,2,-0.361,-0.356,1.928,2,-0.402,-0.670,1.796,1,-0.295,-1.100,1.805,1,-0.218,-1.083,1.710,2,-0.480,0.154,2.001,2,-0.334,-0.106,1.840,2,-0.339,-0.061,1.799,2,-0.453,-0.062,1.731,2,-0.435,-0.020,1.798,0,0,0,0,0

How to enable user gender and age detection in KinectFittingRoom1-demo scene

You can utilize the cloud face detection in KinectFittingRoom1-demo scene, if you’d like to detect the user’s gender and age, and properly adjust the model categories for him or her. The CloudFaceDetector-component uses Azure Cognitive Services for user-face detection and analysis. These services are free of charge, if you don’t exceed a certain limit (30000 requests per month and 20 per minute). Here is how to do it:

1. Go to this page and press the big blue ‘Get API Key’-button next to ‘Face API’. See this screenshot, if you need more details.
2. You will be asked to sign-in with your Microsoft account and select your Azure subscription. At the end you should land on this page.
3. Press the ‘Create a resource’-button at the upper left part of the dashboard, then select ‘AI + Machine Learning’ and then ‘Face’. You need to give the Face-service a name & resource group and select endpoint (server address) near you. Select the free payment tier, if you don’t plan a bulk of requests. Then create the service. See this screenshot, if you need more details.
4. After the Face-service is created and deployed, select ‘All resources’ at the left side of the dashboard, then the name of the created Face-serice from the list of services. Then select ‘Quick start’ from the service menu, if not already selected. Once you are there, press the ‘Keys’-link and copy one of the provided subscription keys. Don’t forget to write down the first part of the endpoint address, as well. These parameters will be needed in the next step. See this screenshot, if you need more details.
5. Go back to Unity, open KinectFittingRoom1-demo scene and select the CloudFaceController-game object in Hierarchy. Type in the (written down in 4. above) first part of the endpoint address to ‘Face service location’, and paste the copied subscription key to ‘Face subscription key’. See this screenshot, if you need more details.
6. Finally, select the KinectController-game object in Hierarchy, find its ‘Category Selector’-component and enable the ‘Detect gender age’-setting. See this screenshot, if you need more details.
7. That’s it. Save the scene and run it to try it out. Now, after the T-pose detection, the user’s face will be analyzed and you will get information regarding the user’s gender and age at the lower left part of the screen.
8. If everything is OK, you can setup the model selectors in the scene to be available only for users with specific gender and age range, as needed. See the ‘Model gender’, ‘Minimum age’ and ‘Maximum age’-settings of the available ModelSelector-components.

 

 

1,098 thoughts on “Kinect v2 Tips, Tricks and Examples

  1. Hello Rumen,
    I used “usersLblTex” to set main texture in Unity.
    can usersLblTex get only a specific joint?

    I want to get usersLblTex by user But Ignore HandJoint.

    Thank you.

    • Hi, I don’t think the users’ texture can exclude joints, as it is now. It filters the points based on the test, whether they belong to a user or not. You should add additional parameters and filtering based on joints’ locations on the image, in order to do what you need. You could try to implement this in an additional shader and texture.

  2. Will it be possible to get the side and back sides of the dresses visible as we rotate little bit of side ways?

    • The Kinect SDK does not support tracking users, when they are not facing the sensor. That said, there is an experimental setting of KinectManager-component, called ‘Allow turn arounds’. When enabled, it tries to provide what you need, as far as it is possible.

      • Hi Rumen,
        Two questions

        1. How to reduce the z-distance between video and cloth overlay?
        2. ‘Allow turn arounds’ does not seem to work i.e. it does not provide side pose

        Best

      • 1. What Z-distance? Video and overlay are renderings of two different cameras on top of each other.
        2. Well, sorry. Try to figure out another workaround, if possible.

    • If you mean the background-removed color image of the user, set the ‘Player index’-setting of BackgroundRemovalManager to 0 (-1 means all users). Then you can get the texture by calling ‘BackgroundRemovalManager.Instance.GetForegroundTex()’. One other option is to limit the tracked users by setting ‘Max tracked users’-setting of the KinectManager to 1.

  3. Hello, Rumen,

    Firstly.. Thanks for the asset, it is very useful and intuitive, if some little dig in the code I could see how you did many things!! Congratulations!

    Well, I am sending this question just to discuss, (two minds work better than one)
    Is it possible in the dressing room sample, (for example if I dress a tshirt), my arms overlay the model?
    It is kind confusing me, because, the model is already overlaying the user image, so, how some part of the user image will overlay the model?

    Well, if you know, and could lead me in one direction, would be great!

    Thanks!!

    • Hello Marcos, this is a good question. I think it is possible and even did some experiments, but due to many other tasks, there was no much time for this little issue. My idea was to use a specific background shader in the FR-demo that adds depth info, too. Currently the background is flat and the 3d-model is rendered on top of it. The depth info could make some parts of the background (arms for instance) “nearer” than the overlay model, and this way render them on top of the dress-model. Please contact me next week by e-mail, if you need more info.

  4. Hi I just tried the demo scenes and it seems that the KinectManager will only store and track data of a calibrated body. I wonder if its possible to get the position and depth value of some moving object captured by the kinect camera? (I’m figuring if it’s possible to track people walking from their side with this asset.)

    Thanks!

    • Hi, the color and depth images are also available – see the GetRawDepthMap(), GetUsersLblTex() & GetUsersClrTex() public functions of KinectManager. You will also need some image processing algorithms or tools, too, in order to detect the moving objects in these images. A good choice might be OpenCV, as it works well with Unity.

  5. Pingback: Kinect-v2 Mocap Animator | RFilkov.com - Technology, Health and More

  6. May I ask you what’s the meaning of the “progress > 0.5f” ? and how to judge the value of the “progress” ? Thanks

    • ‘progress > 0.5f’ means ‘gesture with progress greater than 50%’. The value varies from 0 to 1 (0% – 100%). When the progress is > 0.5, the practical meaning is the gesture detection system is quite confident that this gesture is currently performed by the user.

  7. When I specify many specific gestures programmatically,I find it does not particularly accurate,What should I do can increase the accurace?

    • You can adjust the gesture detection code in KinectScripts/KinectGestures.cs. No offense, but please try to research a bit more, before asking all these questions.

  8. In the section: How to utilize visual (VGB) gestures in the K2-asset; you are using .gdb, when it should be .gbd.

  9. First of all thanks a lot for this package, It’s great and I am looking forward to try all the possibilities.

    Is it possible to have an avatar’s hands show the grip and release gestures? I tried modifying the Avatar demo senes by adding an Interaction Manager, but that only showed the cursors on screen. The avatar’s hands don’t reflect the grip and release.

    Thanks!

    • The idea of InteractionManager is to provide you a hand cursor and the hand-state info (if the hand is opened or closed). It doesn’t control avatars. But I think your idea for model hands reflecting the hand states in very good. I need to experiment a bit, but generally you can get each hand’s state from the interaction manager and then apply fixed local rotations to all parts of all fingers of the respective avatar’s hand, in order to make a fist or get the straight fingers back.

      • Thanks. I’ll give it a try when I have some time. I was hoping you could simply get the bone information from the Kinect sensor, but it looks like the finger bones are not part of the hierarchy. I can see in your script that you have the finger bones in the Mecanim hierarchy, but you have commented them out.

  10. Nice package but like Joost I also need hand and finger tracking in the avatar demo for an interactive installation I’m working on. I’m not sure I understand why this isn’t being mapped in the avatar demo as the finger joint info is included in the Kinect skeleton tracking data stream, right? I also use the Kinect with Processing and the KinectPV2 library which tracks hand gestures very well. Your suggestion to use the interaction manager to manually rotate bones seems rather counter-intuitive. Any chance you can implement this in the short term? Please let me know.
    Thanks for your time.

    • Ask me again in one week. I don’t think avatar making a fist when you make one is counter intuitive. And please, use only the software you like.

      • It wasn’t meant as criticism, i like the software and it works very well. I just dont understand why you chose this implementation for the fingers but I’m sure you have your reasons. Thanks for considering the changes and I’ll check back in a week.

  11. Hi Rumen, small suggestion for improvement 🙂
    I just updated my project to use Kinect in multiple scenes and noticed that I need the scripts from the DemoScene. That’s no problem, I could simply copy and paste them to the KinectScripts folder in my project and it worked fine, but in your documentation you mention that all the scripts that you need to use Kinect in your own projects are in the folder KinectScripts. That’s true for projects with one scene, but not for projects with multiple scenes.

    You may consider updating your documentation (or moving the scripts from the demo scene to KinectScripts).

  12. Hello, Rumen.
    I’m a undergraduate student of China. And I bought “Kinect v2 with MS-SDK” package, I don’t know how it transform the joints’ coordinates to the rotation angles. I searched on the Internet but few information. So if you are convenient, can you tell me the reference you use when working on it?
    I’m sorry if I have somewhere improper.
    Thank you very much!

  13. Rumen,
    Actually, I have another question 😉 I would like to swap the geometry used for the cube man but if I drop a sphere object in for example the shoulder_right field of the cubeman controller script it shows up in the game view but not alligned with the rest of the cubeman. It’s way more in front. It does move along with the rest of the cubeman so I guess it is being mapped by the kinect but just not in the right location. Same thing happens if I try to parent new geometry to one of the cubeman parts. I thought I could change this as you made the body parts public in the inspector but maybe not? Help appreciated.

  14. Hi Rumen,
    i use your sdk in a the visual unity part of my bachelor thesis wich is some mecial visualisation and have serveral quetions:

    1. i have place an Avatar in a roated GameObject , when i now move closer or away from the Kinect the Avatar walks in diffrent directions. Is there a way to avoid it ?

    2. Does the sdk scale the Avatar ? when not – can i scale the Avatar without Messing with the Avatarcontroller? My idea was it to scale/move the Avatars Joints to the positions of the real Person so the Avatar has proportions like the real Person.

    3. Can i “freeze” parts of the Body like the legs or the arms – so just the main-Body is still tracked (and the other Joints moved around with the hip_base wich is the top of the hirachy).

    4. can i put the Avatar in a Gameobject and then just have the movements ofthe Avatar without he is moving around ? (and the gameobjects position is set by the xyz value of the hip_base for example)

    may you can give me some tips – thanks in advanced ^^
    Mathias

  15. Hello!
    I was trying to figure out a way to get a list of all the current tracked UserId’s from the Kinect Manager. Am I missing a method somewhere or can I only get the indices?

    • I also have a second question. I am trying to store the UserID and a GameObject in a dictionary. But every frame the dictionary is cleared on me, I’m not sure why this is happening, I have nothing removing anything from the dictionary and based on debugging the items are added correctly. Is there a certain way I need to store the UserID’s or have you seen this before?

      • UserID is just a longint. There is nothing special about storing numbers. Check the scope of the dictionary variable – if it is a private or public variable of the script or just declared in the function.

      • Hmm, I do not see that method in the Kinect Manager, I downloaded it this past weekend from the asset store. So I have version 2.8.1, is that the latest one?

      • Oh, then maybe I added it thereafter. Please add this code to KinectManager.cs:

        public List<long> GetAllUserIds()
        {
        return new List<long>(alUserIds);
        }

  16. Hi Rumen, I recently noticed strange behaviour in the movement of my avatar. It is not moving in the direction that I am moving. In one of my scenes when I walk forward the avatar moves backward and vice versa. Also left and right are swapped. But my arms and legs are regocnised correctly, so it is not a complete mirror. In another scene when I move forward the avatar moves forward and right in stead of straight forward.

    I tried rotating the gameobject that holds the Kinect script, but that did not make a difference, so I don’t know what going wrong. I had not noticed when I first used the package, so maybe it’s related to a recent update. Another option is that changed from single scene controllers to a multi-scene controller, don’t know if that could have caused it.

    I made a screenvideo that might help you:
    https://www.youtube.com/watch?v=_dMGRLAnoM4

    In the first part you can actually see that my legs are moving forward while the avatar is moving backward (Yeah, I’m doing the moonwalk….).

    • Did some more troubleshooting and I think it’s caused by the multi-scene setup.

      In the startup scene the gameobject that holds the Kinectmanager script has rotation (0,0,0). In the ladder scene the avatar container that has the AvatarController script has rotation (0,180,0). In the scene where the avatar is moving forward and right, the avatar container with the AvatarController script has rotation (0,-45,0).

      I changed the ladder scene so that he avatar container has rotation (0,0,0), so it was facing away from the ladder and then when I moved forward the avatar moved forward as well. I also tried rotating it to (0,90,0) and then as expected when I walked forward the avatar moved sideways.

      Like I mentioned in my first post, rotating the gameobject that holds the LocateAvatarsAndGestrueListeners script did not make a difference.

      So it looks like in the AvatarController script you’re not adjusting the direction for the rotation of the gameobject that holds the script.

      Hope this helps.

      • Hi and sorry for the delay. I’m very busy at work these days. The LocateAvatarsAndGestrueListeners-component doesn’t reorient avatars. As its name suggests, it only automatically detects the avatars and gesture listeners in the current scene and refreshes the respective KinectManager’s lists. The initial avatar orientation in the scene is up to you. Do also mind the ‘Mirrored movement’ and ‘External root motion’-settings, which affect movement and rotation.

      • Generally, when the avatar moves in front of you it should have rotation (0, 0, 0) and mirrored-setting ‘false’. When it mirrors you, the rotation should be (0, 180, 0) and mirrored=true. Or maybe I didn’t understand your issue correctly.

  17. Hello! Loving this Kinect framework!
    I was wondering if there was a easy solution to pause the tracking of an avatar (just one avatar vs all avatars), and then be able to resume tracking again via code.

    Thanks in advance!
    J

    • I suppose you could do KinectManager.Instance.avatarControllers.Remove(ac) and then KinectManager.Instance.avatarControllers.Add(ac)

    • There are RaiseLeftHand and RaiseRightHand gestures, which you can utilize right away. You can also use visual (VGB) gestures – try one in the 1st gesture-demo. If you want to create programmatic gestures, there is a short introduction: ‘How-to-use-gestures-or-create-your-own-ones.pdf’-file in the package. A visual tool is in my todo-list, but because of more urgent and interesting tasks, it will not come out very soon.

      • Oh! Sorry =( I didn’t see the pdf file. Thanks so much!

        Can I change the number of frames that Kinect needs to detect a gesture?

      • Open KinectScripts/KinectInterop.cs and look for the ‘PoseCompleteDuration’-constant. It is currently set to 1 second. I suppose this is what you need.

  18. Hi, thanks for the very useful plugin.
    How can i make a user silhouette like one in “Fruit ninja” in XboxOne.
    Thanks.

    • A relatively easy way would be to create some animations for closing and opening avatar’s hands (left and right). This could save you the rotational math. Then, when Kinect detects hand grip or hand release, play the respective animation. you can get this info from InteractionManager – see the GetLastLeftHandEvent() & GetLastRightHandEvent()-functions of InteractionManager.

  19. You sent me a modified copy of the library about 8 months ago that showed allowed direct access to see joint positions. Has this been updated in the latest version?

    • Probably yes, but 8 months are long time. A lot of water ran since then, a lot of things changed. I don’t remember any details regarding this “direct access to see joint positions”. Could you remind me? Or even better, just download the latest update in an empty project and try it yourself. Updates are free, as always.

      • Could you add some animations follow as handstate in the next vesion so the avatar’s hand will looks lively.

  20. Hello! Your tools and skills are useful.
    I have a question.
    How can I add a sword on the hand?
    I try to assign a sword to be a child of the joint of right hand. The sword cannot follow the rotation of the hand.

    • Hi, I don’t quite understand what exactly you have done and why the sword did not follow hand’s rotation. Could you please send me 1-2 screenshots or a short video, to illustrate what you mean.

    • ‘Allow turn arounds’ was an experimental feature. I’ll eather improve it or remove it for the next major update. You cannot do much, because the SDK tracks you correctly only when you face the sensor. That’s the problem. Everything else is statistical tricks and experiments.

  21. Hello Rumen,
    Does this assets work for kinect v1?
    if not how could adjust a cloth mesh to the user who stands in front of kinect in a live video stream?
    Thanks in Advance !

  22. Hi Rumen!

    Thanks again for your awesome work with this Unity asset. I appreciate that you’re still updating the asset! I’m waiting for the next update of the asset with Kinect network server and client for Android and GearVR (like the Trinus)…

    Well I want to develop a “flight simulator”, just like this:

    https://www.youtube.com/watch?v=rdgbkpSNYrE

    With your expertice, can you please give me some help to do that? I think I have to change all the axis of the acceletarion vector of the camera according to the slope angles, or something like that?
    I will appreciate your help!

    Best regards!

    Cris.

    • Hi, Cris. The network server and client are still in development. They need some more work and demo scenes before the release, but the results are promising so far. To your question: I think you need to get the orientation of the SpineShoulder-joint and apply it to the main camera, preferably with Lerp or Slerp, in order to get a smooth change of the camera orientation. I’m out of office and can’t test it right now, but if it doesn’t work, you can calculate the needed orientation from the directions of the arms and body of the user, as well.

      • OK Rumen! Thanks for your advice! I will try to do what you said.
        I hope that soon you can have ready the network server and client feature! 😀

        Best regards,

        Cris.

      • If you like to try the network features, just send me an e-mail next week, after I return from the short trip now. And please mention the invoice number you got from Unity, when you purchased the K2-asset.

  23. Hi again rumen! =)

    I’m having a trouble using Lerp.
    I’ve a scene with two avatars, one for each player at the same time.
    I’m trying to change the position of the avatar when the user is using the “Squat” gesture. In this case, the avatar is receiving their “y” position minus 5. Then, after a three seconds (using yield), the “y” position returns to the original value. This movement is being doing through a coroutine.

    So, if I test the app with “playerIndex” equal to 1, the movement works fine, but if I test the app with “playerIndex” equal to 0, when the coroutine is finished, the position automatically returns to the initial 0 value.

    Any idea? I think that my code is working, because in other project works fine, but I don’t know where can be the mistake =(
    Should I change any line on your library? I’ve read the code but I haven’t read any important line for this.

    How can I check when the user is in normal stand up after a “Squat”?

    Thanks so much!

    • You can check if the Y-coordinate of the current user position is not lower than 0.1f than the “normal” user position (before the squat). I have no idea what causes the erroneous behavior for player-index 0. I’m out of office this week, but if you get really stuck, please contact me again next week and send me a zipper copy of your project via WeTransfer, so I could have a closer look.

  24. How to remove the background? I want to display the people in the color texture, and remove the background scene, then to composition another cartoon background. thanks

      • It’s not I want to do, I want to see the real people and my background image mixed! like the Microsoft SDK Browser(Kinect for Windows) v2.0 – Coordinate mapping Basics – WPF. thanks!

      • See KinectDemos/BackgroundRemovalDemo/KinectBackgroundRemoval1-scene, then again my comment above. And please try all demo scenes and research a bit more, before asking that kind of questions here. Moreover, on weekends.

      • The KinectBackgroundRemoval1-scene is not working……. but when i change the “Background Removal mange” to “Simple Background Removal”,is working,but the people is all white…. what can I do? thank you very much!

      • Set ComputeUserMap-setting of KinectManager-component to ‘Cut Out Texture’, to get the color user images in SimpleBackgroundRemoval. Also, make sure your graphics card supports Direct3D-11, if you want to use the BackgroundRemovalManager. This is needed by other components too, like FacetrackingManager and the respective examples, for instance.

      • Er…… I have set the ComputeUserMap-setting of KinectManger-component to ‘Cut Out Texture’, it’s nothing happened. and I modification the ‘SimpleBackgroundRemoval’ ‘foregroundTex = manager.GetUsersLblTex();’ to ”foregroundTex = manager.GetUsersClrTex();`, it will display all of camera texture, with background. I use the Unity(64bit) 5.1.1 . and I try to start KinectBackgroundRemoval 1\2\3, all of them is not working! Do you have any chatting tools,like skype? G talk? …… I want to chat with you and send some picture to you. maybe can find some error in my project. thank you very much !!

      • Thank you very much! and I will update my unity to 4.3.4, my english is not very good, so …. sorry, I will research a bit more next time! thanks again!

  25. Hi ,Rumen.

    Thanks you for this asset, it’s very useful and this help me a lot.

    Now, I’m working on motion game project and I’m having a trouble about how to get and play different type avatars in a same scene at the same time, one is avatar that play from BodyRecording.txt file (recording by recorder script in your asset), and other one is avatar that animate by user motion.
    Sorry for the interruption, but I’m really stuck at this point. Could you please give me a little advice or guide me the point, where should I begin? and is it possible to compare avatar’s joints between these avatars?

    Thank you very much.

    • Hi, these are two different modes – player mode, when the recording-file gets replayed; and real mode, when the users’ data comes from the sensor. You could, for instance, enable the play-mode in one Update (with KinectManager.Instance.EnablePlayMode(true);), then disable it in the next, but the userIds and body indices will not match between the recording and the real data, so you will get into bigger trouble. My advice would be: try to find a different solution to your task, in general.

      • Hi.

        I still got a problem in playing part.
        I played (enable play-mode in one update and disable in next), both characters from different mode, when they played themselves in their update turn and alternate between two works, a problem is they blink.
        As I thought. This problem happened from both characters used same bodyFrame.
        So I think that it can be solved by creating a new bodyFrame and using its separately.
        Could you please guide me? How to create a new bodyFrame for the character that play from text file?

        Thank you.

  26. Hello! I’m working on a 4-player experience and want to spawn avatars in front of the player… for example, if a player stands far left quad of the area, they should be considered as player 1 and get the avatar associated with that. Any tips on how to achieve this? Thanks for the great asset!

    • Solved! I created a script for managing Avatars that is able to spawn based on player location using “GetUserPosition()”. Thanks!

      • Great! Thank you, too. The other option was to modify the CalibrateUser()/GetEmptyUserSlot()-functions in KinectManager.cs

      • So right now I’m able to add/remove an avatar based on position. But I’ve noticed that KinectManager still retains to the same userId and bodyIndex unless I moved completely out of frame. When I remove a user I’m adding the userId to lostUsers which then runs RemoveUser function. Could you provide any tips on how to flush the userId and bodyIndex on removal? Thank you!

      • User Ids and body indices come from KinectSDK. You can remove all current users with ‘KinectManager.Instance.ClearKinectUsers();’, but if the sensor still detects the same users, they will come again. Use the aforementioned functions in KinectManager, to customize the user-detection.

    • Get the positions of the head and feet, and calculate the height in meters, like this: Height = PosHead.y – (PosFootLeft.y + PosFootRight.y) / 2 + Offset. You need to estimate Offset experimentally. It should be about 0.1m = 10cm, I think. The reason is that head-joint is in the center of the head, not on the top.

    • I think yes. Just avoid controlling them by both Kinect and LeapMotion. The full source of AvatarController is there. Research it a bit and include the LM-related code in there (or extend the class).

  27. Hi Rumen,
    I can see that some one was posted an BG removal example whith softer edge, could you show me how to do it.
    Tks.

  28. Hello Rumen, I’m attempting to use the Visual Gesture Builder to create a gesture library. Via your instruction above everything is working fine in the editor. However, when i build and run the app, i’m getting some API errors. This even happens with the 1st gesture demo after a build.

    System.InvalidOperationException: This API has returned an exception from an HRESULT: 0x80070003 —> System.Runtime.InteropServices.COMException (0x80070003):

    — End of inner exception stack trace —
    at Helper.ExceptionHelper.CheckLastError () [0x00091] in C:\DESKTOP\WORK\CLIENTS\PufferMan_v2\Assets\Standard Assets\ExceptionHelper.cs:45
    at Microsoft.Kinect.VisualGestureBuilder.VisualGestureBuilderFrameSource.AddGesture (Microsoft.Kinect.VisualGestureBuilder.Gesture gesture) [0x00031] in C:\DESKTOP\WORK\CLIENTS\PufferMan_v2\Assets\Standard Assets\Microsoft\Kinect\VisualGestureBuilder\VisualGestureBuilderFrameSource.cs:329
    at VisualGestureManager.InitVisualGestures () [0x00192] in C:\DESKTOP\WORK\CLIENTS\PufferMan_v2\Assets\KinectScripts\VisualGestureManager.cs:471
    at VisualGestureManager.Start () [0x00091] in C:\DESKTOP\WORK\CLIENTS\PufferMan_v2\Assets\KinectScripts\VisualGestureManager.cs:275
    UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
    UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:LogError(Object)
    VisualGestureManager:Start() (at C:\DESKTOP\WORK\CLIENTS\PufferMan_v2\Assets\KinectScripts\VisualGestureManager.cs:307)

    (Filename: C:/DESKTOP/WORK/CLIENTS/PufferMan_v2/Assets/KinectScripts/VisualGestureManager.cs Line: 307)

    Please let me know what you think.
    Thanks!!
    Jason

    • I tried x86 and x86_64 builds of this scene. The x86 build worked fine, while the x64-build had a problem. I think you can use this as a quick workaround (to build a x86 exe). I hope to have time to check this issue later.

  29. Hi Rumen,

    First of all, thank you for this amazing asset.

    I’ve been experiencing some trouble with the avatar’s legs when wearing black pants. Microsoft has confirmed this problem and that there’s pretty much nothing to do about it. So I’ve made an algorithm that determines if a joint is not being properly tracked by determining the percentage that a joint is “inferred” in the past x seconds. If that percentage is over a certain threshold, simply put that joint as null in the AvatarControllerClassic so it’s no longer animated.

    But here’s my problem, I want to reset that limb to it’s original position. For instance, if the left foot can no longer be properly tracked, the lower left leg should just stretch out before its no longer animated. I tried accomplishing this by calling ResetToInitialPosition() but if I do that the entire model stops animating altogether. Is that intended or am I using it wrong?

    • Hi Berry, ResetToInitialPosition() was meant to be called when the user controlling the avatar gets lost. Please e-mail me at the beginning of the next week and I’ll add the functions you need to the AvatarController-component. Have a nice weekend 🙂

  30. Hi Rumen,
    Thank you very much for your very nice asset. Without this I couldn’t progress my project.

    I’m trying to get information of mouse.
    I use KinectScripts/Samples/GetFacePointsDemo-script and changed “FacePointsInColorSpace” part to “FaceProperties[FaceProperty.MouthOpen]”.

    However, it always returns “No”. May be, it’s “NUIDatabase” issue. How can I get mouse information?

    • Hi, I suppose you mean mouth information. If you want to use face properties, you would need to enable them (uncomment the respective FaceFrameFeatures) in InitFaceTracking()-function of KinectScripts/Interfaces/Kinect2Interface.cs. The other option is to use GetAnimUnit()-function of FacetrackingManager.Instance with parameter ‘JawOpen’. You can see it in action in KinectFacetrackingDemo4-scene.

  31. Hello,
    I am experiencing a problem with kinect. Your examples are great but i cannot run face tracker examples.
    Can you tell me please what can be the issue?
    Everything is working except face tracking. I am using Kinect v2.
    Thanks.

    • It may seem counter intuitive, but update your Nvidia drivers (or video drivers) to their latest version. This helped me, when I first got a problem like yours with the face-tracking api.

  32. Hi Rumen,

    As I am trying to use the avatar controller in your v2 asset to implement the first person movement and the view camera rotation with kinect.
    But when I combine it with the FPS Controller in my own project, only the position can be controlled, the camera rotation is not working on kinect, is it my fps controller contains mouselook inside cause this problem happens?
    I have no idea how can I fix this, can you give me some idea? Do I need to hack the mouse look in the first person controller? How could this be done?

    Thanks a lot. I will be very appreciated if you can help.

    • Hi Lindy, why would you need mouse look and Kinect-detected orientation at the same time? See the 2nd avatar-demo scene for first-person camera. Yes, I guess the mouse-look might be the reason in your case. If you can’t find it by yourself, zip the project and send it to me after the weekend, so I can take a closer look.

  33. Hi Rumen,
    I am trying to align the avatar controller classic with the camera color overlay. I have studied the examples in the fitting rooms, all of their scripts, camera locations, etc, but they are using the ‘normal’ avatar controller, and nothing matches up. Am I taking the correct approach here? I am working on 2D puppet style interaction.
    thanks,
    Jason

    • Hi, the classic controller is just an extension of the normal avatar controller. In this regard, I’m not sure why it wouldn’t match. Make sure you’ve set ‘PosRelativeToCamera’ and enabled ‘PosRelOverlayColor’-settings of the avatar controller, as in the demo scenes. If you cannot handle the issue alone, please zip the project or scene and send it to me next week, along with your invoice number. Then I will take a closer look.

      • Thanks! That was enough of a push to get headed in the right direction. It was a few tweaks on scale, etc of my own assets. Great package, great support.

  34. Hi Rumen,
    I’m trying to make fitting room demo for both genders male and female so,i created two buttons which links to its cloth menu and then i had a problem while doing this when i choose a dress from female menu and then back to choose a pant from male menu the dress model still exits on the screen …How can i break from each category in order to make each cloth model appears separately .

    • Hi, this looks like a trivial question. I would put the both menus in one class, or the selected-model variable into a 3rd class with a getter/setter that makes sure the old model is destroyed before the new one gets instantiated. Experiment a bit.

  35. Hey Rumen,

    thanks for this awesome package! I hope my question is not too trivial, but I’m having problems on change the avatar mesh 🙁 How would I assign the joints of my avatar to the Avatar Control Script?

    Thanks for any help 🙂

  36. Hey there Rumen,

    awesome package! So useful. But I’m having a problem with the avatar movement and not quite sure what I can do about it. Maybe you can help me 🙂

    I want my avatars position to be locked in place (so basically no movement on the x and z axis), but still be able to jump and squat (without losing contact to the ground when squating). When I’m activating to External Root Motion checker the position is locked, but when I want to squat I fly in the middle of the scene. Freezing the position of the rigidbody is not helping… 🙁

    maybe you got an idea! thanks in advance 🙂

    • Hi, you can modify the Kinect2AvatarPos() function of AvatarController.cs and set its xPos & zPos-variables to 0, before combining them to ‘Vector3 newPosition’.

      • Apologies, i should have been more specific. I am referring to the grab and release actions. Where the hand moves around the screen as a mouse. I was wondering if it was possible to have the left and right hand track in that way simultaneously.

      • You can get the tracking state and screen position of both hands from the InteractionManager. But I cannot imagine how you would control the cursor or click with both hands simultaneously. That’s why the IM uses the hand that stays higher than the waist as its primary hand.

  37. Hello Rumen, can you please let me know how i can capture picture while trying clothes in Virtual fitting room demo and send it to facebook or any other social media network?Thanks

    • You can use the TargetTexture-setting of MainCamera to capture the screen, then convert it to Texture2D with KinectInterop.RenderTex2Tex2D()-function and then save it as PNG-image. I don’t know how to send the image to Facebook, but if you research a bit, I’m sure you will find it out, too.

  38. Hello Rumen,I want to ask, is there any way to manager. The GetUsersLblTex (), and manager. The GetUsersClrTex () to get to the task of image to reduce the noise on the edge of it, let the character image display is not so rough!Thank you very much.

    • Hello Toxy, sorry but I don’t understand your issue. Please e-mail me next week and send me some screenshots, so I could understand what noise at the image edges you mean and what you want to achieve.

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