Kinect for Xbox One (+ adapter) and Windows 10 - unity3d

Can I use Kinect Xbox One (with adapter like Kinect for Windows V2 device), SDK 2.0, to build applications on Windows 10? I've read the requirements for Kinect and it lists only Win 8.0 and Win 8.1.
I'd like to use Kinect Xbox One device with Unity 3D and Hololens. Before I buy the device I'd appreciate if anyone can share some experiance or at least to confirm that would be possible to develop apps with Kinect for Xbox One on Win10?
Many thanks.

Kinect and UWP: new options in the Windows 10 Anniversary Update

Related

Windows SDK or Unity SDK for iOS/Android/Windows

We have a requirement to develop AR app for all three platforms (Android/iOS/Windows). We would like to know if there is a SDK available for windows 8 and above.
Please suggest should we develop the app using the sdk for all platform or is it advisable to develop the app using Unity?
If we prefer to develop the app using Unity will this work on all platforms like (iOS/Android/Windows).
Thank you in advance.
Unity will help you because you develop once and it should work in the three, but it really depends on the AR library. For example, Vuforia doesn't work in Windows (only in the Unity Editor)

Windows applications with Unity+ARToolKit

My question is can you built Windows (.exe) applications using ARToolKit in Unity? I've been working with Vuforia only to find out it supports mobile OS's and Win 10, but in editor on Win 8 it works just fine...
By the way has anybody tried connecting ARToolKit with MiddleVR, which I use for head and hand tracking, if so please share some thoughts about it.
I'm using NVisor ST50 + Inertia Cube 4, just in case :)
yes it is possible to build Windows stand alone applications using Unity and ARToolKit.
I cannot say anything in regards to your other question, sorry.

Develop Kinect game using Unity

I want to develop a game using Unity + Kinect, as I understand Unity does not support the official Kinect SDK so I have to find another way. I saw that some guys use ZigFu which seems to not have a good Documentation and has a $200 licence. Is there any other easy way to make things work between Kinect and Unity? If I choose to not use Unity, what other tools exist that support the official C# Kinect SDK to develop a game?
The Official Microsoft Kinect SDK should be easy to plug into the XNA Game Studio.
There should articles on the web and samples shipping with the SDK.
Unfortunately I haven't used the MS Kinect SDK since version 1.5. I'm hoping there are updated guides/tutorials available for the latest SDK.
UPDATE
One workaround would using multiple applications talking to each via a TCP/UDP socket (OSC is pretty easy to use for example). The idea is you use what you prefer for the kinect tracking, but send a list of coordinates for the joint's positions and orientations to unity.
You should see this unity thread. It states that you cannot use the Kinect SDK with Unity, as the frameworks are not correct. However that was a different version.
Actually, it says you can use it as this sample shows.
Note that there are many errors people seem to be having with it. I don't know how much of that is people having poor code and how much is with the SDK.

unity3D + kinect interection

guys i am working on a project which uses unity engien and kinect as input source ..now according to my knowledge there is not much support between unity and kinect sdk ..i have heard about zigfu framework but it is not giving me all functionalities i need..so what are options for me? im thinking to take some functionalities from zigfu and some from a background application build in .net 4.0 and using kinect official sdk ? can i connect to kinect via two interfaces at the same time? i.e zigfu and kinect sdk ....my background app will connect to unity via pipes ..is that agood option?
I've already done something similar. I'd like to use Unity 3D engine and do some interactions to animate the model using Kinect (Kinect SDK). Some functionality in Kinect SDK are not available in Zigfu, such as Hand Gripping detection.
Because Kinect SDK is suitable for WPF application, here is my solution :
Build your Unity into Unity Standalone (PC, Mac, Linux).
Create WPF application with Kinect stuff inside.
Add WindowsFormsHost inside your XAML of WPF application.
Embed your Unity Standalone into WPF using WindowsFormsHost.
To do a communication between WPF and Unity, you can use Raknet. It will work as socket does.
in my experience, its usually not a good idea to use "two of" something, when they both do the same thing. I've never heard of zigfu before, but it seems relatively easy to learn. Since its available as a unity plug in, it may be best to use that over kinect. The reason being that Unity isn't to "friendly" with third party applications.
If your aiming for XNA, its possible to convert easily if the plug-in doesn't already do it for you.
I Highly recommend looking over the unity forums, and the ZDK documentation.
http://forum.unity3d.com/threads/127924-Zigfu-dev-kit-for-Unity3D-Product-Launch

can a kinect Camera for x-box support developing?

Can a kinect camera for x-box support me to develop an application? i am not sure for that because it is used for x-box.
Yes, it can. I have used it for this for months now. If by develop an application you mean a C# or C++ then yes, you can get the drivers if you download the Kinect for Windows SDK.
I am told you can also get drivers for Linux using OpenNI if that is what you are looking for. The only nuance is that if you want to compile to a standalone EXE you must pay for a license to the Kinect for Windows SDK development team. However, since you only asked if you could develop, the answer is yes. Also, there is a depth limitation placed on the Kinect for Xbox that is not present on the Kinect for Windows.