$25.00
Azure Kinect Examples for Unity is a set of Azure Kinect (aka ‘Kinect for Azure’, K4A) examples that use several major scripts, grouped in one folder. The package currently contains over thirty five demo scenes. Apart from the Azure Kinect sensor, the K4A-package supports the “classic” Kinect-v2 (aka Kinect for Xbox One) sensor, as well as Intel RealSense D400-series sensors.
The minimum required Unity version is 2021.3.0f1.
Description
This is a set of Azure Kinect (aka ‘Kinect for Azure’, K4A) examples that use several major scripts, grouped in one folder. The package contains over thirty five demo scenes. Apart from the Azure Kinect sensor (aka K4A), the K4A-package supports the “classic” Kinect-v2 (aka Kinect for Xbox One) sensor, as well as iPhone-Pro LiDAR sensors.
The avatar-demo scenes show how to utilize Kinect-controlled avatars in your scenes, gesture demo – how to use discrete and continuous gestures in your projects, fitting room demos – how to overlay or blend the user’s body with virtual models, background removal demo – how to display user silhouettes on virtual background, point cloud demos – how to show the environment or users as meshes in your scene, etc. Short descriptions of all demo-scenes are available in the online documentation.
This package works with Azure Kinect (aka Kinect for Azure, K4A), Kinect-v2 (aka Kinect for Xbox One) and iPhone-Pro LiDAR sensors. It can be used with all versions of Unity – Free, Plus & Pro. The minimum required Unity version is 2021.3.0f1.
Please note, all K4A-asset updates are available to all customers, free of any charge.
Do you plan to update the Microsoft.Azure.Kinect.Sensor plugin to work with 0.9.4? They added a setup boolean for performing calculations on the CPU instead of the GPU and it is not currently exposed.
Thanks!
Also, works great! We are using this and loving it!!
Thank you!
v1.6 of the K4A-asset should work with Body Tracking SDK 0.9.4. To change to CPU BT-calculations, please open KinectScripts/Interfaces/DepthSensorBase.cs and on line 1736 change the last parameter from ‘false’ to ‘true’. Actually, I have never tested the CPU mode. Please tell me, if there are any issues with that.
Where do I put the cannons and ammo? That’s what I want to know! 😉
Love this–ty for big smiles today! Hack on!
Hi Rumen,
I’m getting some instant crashing of the Unity editor any time I try and run a scene with Body Tracking. I have tried uninstalling and reverting to 0.9.3, 0.9.4, and 0.9.5, along with older versions of this package – all with identical results. I have worked with these same devices and projects on this computer, and the Viewer / Body Tracking viewers both are running smoothly. I have sensor sdk 1.3.0 installed.
I am not sure what is causing these issues, but am happy to share some crash info if that is helpful? We are currently using this package as a critical part of our project so it would be great if we could find a solution quickly. Please let me know if you have any ideas!
Best,
Mike
Also, I am on an insider build of Windows, not sure if that could be causing any issues?
Yes, this is probably the cause of the issue with body tracking, but please look at your e-mail for further instructions. K4A-asset v1.7.x works with Body Tracking SDK v0.9.4.
Hi,
I just bought your asset from you page. Where can I find the download link?
Did you find the e-mail with the download link?
i have the same problem like Mike Dopsa(when i use body tracking example,the unity editor is broken down),can you give me some help?
Mike Dopsa’s issue should be solved now. Please make sure you are using the latest versions of the K4A-asset (v1.10), Azure Kinect Body Tracking SDK (v1.0.1), and Azure Kinect Sensor SDK (v1.3 or v1.4). If the Unity continues to crash, please find the Editor’s log-file and e-mail it to me, so I can take a closer look. Please also mention your invoice number in the e-mail. I need it to confirm your eligibility for support.
Is it possible to record the mesh recording generated in unity? or record the pointcloud?
There is no mesh recorder (as component in the K4A-asset), so you would need to create your own. I would only recommend to use the SceneMeshRenderer-component in this case, instead of SceneMeshRendererGpu, because this component creates the mesh on CPU, and you will have access to its vertices, UIs and triangles.