Unity3d, Kinect + Zigfu - unity3d

i have zigfu running in Unity3d on my Mac OS10.7/all the examples in the ZDK work nicely EXCEPT when i try to substitute the enclosed models-- i tried many other models (my own/blender imports, other mixamo, mixamo-unity fbx.exports, etc-all load beautifully in the encloed scenes, i target all the skeleton bones on the zigfu script, set user(s) + model target depending on the zigfu example on the correct scripts, and still nothing works. no error messages.can't figure this out! any ideas? tips, suggestions, experience with this? thanks.

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HoloLens 2 Research Mode with Unreal - How?

I'm new here, so feel free to give tips where needed. I am running into trouble using the Unreal engine combined with the HoloLens 2.
I would like to access the special black/white cameras of the HoloLens, for tracking purposes. These are normally not accessible. However, they can be activated by using the “perceptionSensorsExperimental” capability. This should be possible, since it also works with Unity: https://github.com/doughtmw/HoloLensForCV-Unity
I have tried to add the capability in the Unreal Project Settings: Config\HoloLens\HoloLensEngine.ini” -> “+RescapCapabilityList=perceptionSensorsExperimental”. The project still builds as expected, but I noticed that it doesn’t matter what I add here. Even something random like “+abcd=efgh” doesn’t break the build.
However, if I add “+CapabilityList=perceptionSensorsExperimental”, I get “Packaging (HoloLens): ERROR: The 'Name' attribute is invalid - The value 'perceptionSensorsExperimental' is invalid according to its datatype 'http://schemas.microsoft.com/appx/manifest/types:ST_Capability_Foundation' - The Enumeration constraint failed.”. I conclude: 1.) I’m making the changes in the right file. 2.) The right scheme needs to be configured in order for “+RescapCapabilityList=perceptionSensorsExperimental” to work as expected.
My question is how do I add the right schema to my Unreal project? (like in the Unity example referenced above, which uses “http://schemas.microsoft.com/appx/manifest/foundation/windows10/restrictedcapabilities”), I cannot find any example and I cannot find any proper place to put it. Not in the settings, not in the xml/ini files. Clearly, I am missing something.
Any thoughts are much appreciated!
Updated. We released HoloLens-ResearchMode-Unreal plugin

Wwise, Resonance Audio and Unity Integration. Configure Wwise Resonance Audio Plugin

I have tried to get a response on Github but with no activity about this issue there I will ask here.
I have been following the documentation and I am stuck when I have imported the WwiseResonanceAudioRoom mixer effect on the bus in Wwise and I do not see anything in the properties. I am not sure if I am supposed to? Right after that part of the documentation is says "Note: If room properties are not configured, the room effects bus outputs silence." I was wondering if this was the case and yes it outputs silence. I even switched the effect to see if it will just pass audio and it does just not with the Room effect, so at least I know my routing is correct.
So now this leads up to my actual question. How do you configure the plugin?? I know there is some documentation but there is not one tutorial or a step by step for us non code savvy audio folk. I have spent the better half of my week trying to figure this out b/c frankly for the time being this is the only audio spatialization plugin that features both audio occlusion, obstruction and propagation within Wwise.
Any help is appreciated,
Thank you.
I had Room Effects with Resonance Audio working in another project last year, under its former name, GVR. There are no properties on the Room Effect itself. These effect settings and properties reside in the Unity Resonance prefabs.
I presume you've follow the latter tutorial on Room Effect here:
https://developers.google.com/resonance-audio/develop/wwise/getting-started
Then what you need to do is to add the Room Effect assets into your Unity project. The assets are found in the Resonance Audio zip package, next to the authoring and SDK files. Unzip the Unity stuff into your project, add a room Effect in your scene and you should be able to see the properties in the inspector of the room object?
Figured it out thanks to Egil Sandfeld Here ! https://github.com/resonance-audio/resonance-audio-wwise-sdk/issues/2#issuecomment-367225550
To elaborate I had the SDKs implemented but I went ahead and replaced them anyways and it worked!

Problems getting OSVR to initialise the HMD Display with Oculus DK2

I am using a Oculus DK2 (v0.8) and OSVR SDK. I'm having a problem getting the HMD to run/display anything.
The Oculus samples and the OSVR samples do work however, so the osvr_server seems to run fine.
My application itself renders a test scene just fine when not using a HMD.
I tried two approaches:
First, just creating a osvr context and creating a DisplayConfig object. This seems to work, but DisplayConfig::checkStartup() fails (I do this in a loop, calling update on the context when the checkStartup call is failing). I used the OpenGLSample.cpp as a guide for this
Second, I tried using a RenderManager, but the call to createRenderManager results in a crash within the RenderManager.dll. I get the same crash wether I create the graphics lib object myself or if I let the library create it.
I am quite stuck now, since the demos and examples do work, I have no idea where to look for the error on my side. Creating the context works, querying interfaces as well, but the crash with createRenderManager is beyond me.
Does anyone have any hints or ideas what the problem could possibly be?
Regards and thanks in advance
pettersson
RenderManager should not crash during open. There have been a couple of bug fixes recently to avoid that happening, and the latest RenderManager binaries, libraries and header files are available with the SDK download from http://osvr.github.io/using/ along with updated copies of the example programs.
When something goes wrong in RenderManager, it usually reports that to standard error. We're moving that to a logging interface, but for now it should show up on the console. Posting an output of that as an issue at https://github.com/sensics/OSVR-RenderManager/issues is a good way to let the developers know that there is a problem. Of course, providing the same sort of information you provided here will be helpful as well.

Using UnitySteer's SteerForPath in Unity3D

I tried asking this question on Unity Answers, but I don't seem to be getting an answer there, so I thought I'd try here
I'm trying to use the SteerForPath script in UnitySteer 2.5 with AngryAnt's Path 2.0 for a racing game, but I'm not sure how to: I can set up the waypoints in Path, but the SteerForPath script doesn't provide a way for a path to be linked to it in the inspector. Can anyone help me with how to link a waypoint path to UnitySteer's SteerForPath? It doesn't have to be AngryAnt's Path, but if it isn't it would be helpful if you could provide a tutorial or demo as to how to set up a waypoint path in that other system.
Thanks.
Are you referring to SteerForPath.cs in the Steering package from Arges-Systems? If so, you're better off using SteerForPathSimplified.cs
This version has a publicly available property for assigning a 'Path'. Though the Arges-Systems author does state (halfway down in comments) that his SteerForPathSimplified.cs is not necessarily designed to work with AngryAnt's code, but you should be able to quickly modify it to suit your needs.

GLSL: Built-in attributes not accessible for iPhone Apps?

I am getting really desperate here. I working with Xcode, trying to implement some OpenGL stuff on the iPhone. I have to write a Shader for Phong-Lighting. I got as far as declaring my geometry (vertices, indices, calculating etc.) and passing the respective arguments as attributes to the shader (written in GLSL). Using these attributes works fine, some really basic shader programs compile correctly and give the expected output.
Now I'm trying to start with some more advanced calculations, for which I need to use some of the built-in attributes of GLSL, namely i.e. the "gl_NormalMatrix", but whenever I try that, the program crashes and I get an "ERROR: 0:3: Use of undeclared identifier 'gl_NormalMatrix'".
It happens identically whenever use any of the built-in attributes such as gl_Vertex, gl_Normal etc.
Are these attributes not available in GLSL on the iPhone or am I missing something? Maybe I haven't fully understood how this works. As mentioned, passing my own vertex attributes into the shader works fine, and I am also wondering how the program should "know" the correct values "on its own" - so the whole concept of built-in attributes is still a bit confusing to me. But whenever I try to run some shaders I found online to see if something happens, I get these errors thrown, even though everyone else seems to use built-in attributes extensively when writing shaders.
I really hope someone here can shed some light on this. Thousand thanks in advance!
Julia
Those attributes aren't available in GL ES, whether on the iPhone or elsewhere. And the same goes for WebGL. You need to write your own matrix code, or use GLKit if you're supporting only iOS 5+, and supply attributes for yourself. See Kronos' reference card for an incredibly concise summary of what made it into ES 2.0 — amongst other things it lists all the available built-in special variables as:
gl_Position
gl_PointSize
gl_FragCoord
gl_FrontFacing
gl_PointCoord
gl_FragColor
gl_FragData[n]
GLKit's maths stuff is really good because it inlines and uses the ARM's NEON SIMD unit. I consider it a sufficient reason to specify iOS 5 as a minimum in all new GL projects.