Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Kinect/PS with OpenNI 2

Discussion in 'Assets and Asset Store' started by roumenf, Dec 17, 2013.

  1. roumenf

    roumenf

    Joined:
    Dec 12, 2012
    Posts:
    635
    Hi, I think the hardware sensor doesn't matter, as far as it is supported by OpenNI2 and NiTE2. That's why it is recommended to try it first with the OpenNI2 & NiTE2 samples.
     
  2. roumenf

    roumenf

    Joined:
    Dec 12, 2012
    Posts:
    635
    Hi, OK. I'll try to help you as far as I can, but please mind I'm not an expert in Linux. Have you built the UnityInterface2-library for Linux? I mean, this library here: https://github.com/rfilkov/OpenNi2UnityInterface
     
  3. RHD

    RHD

    Joined:
    Mar 30, 2009
    Posts:
    719
    Update.
    Elsewhere on the web I was told it needs to be model 1414.
    I have sent off for one from Ebay but not tried it yet.
     
    roumenf likes this.
  4. ZenShin0420

    ZenShin0420

    Joined:
    Jan 4, 2017
    Posts:
    1
    Hey there.. i would like to know whether the pull and push gesture working or not?

    I try test them using the sample provided ( edit the sample code ) but it seem unable to detect both gesture...

    Anyone else got use this 2 gesture?
     
  5. shaun-chiang

    shaun-chiang

    Joined:
    Mar 22, 2016
    Posts:
    1
    Hi Roumenf,

    I installed both nite2 and openni from the link, and i'm using unity 5.5. I tested on windows 10 home (64bit) using kinect 2, and run the avatar demo, but I get:

    Error initing OpenNI: DeviceOpen using default: no devices found

    Any advice would be greatly appreciated - tried searching online to no avail :(

    Thanks,
    Shaun
     
  6. roumenf

    roumenf

    Joined:
    Dec 12, 2012
    Posts:
    635
    Hi Shaun, not sure if you asked it, but I answered the same question on my blog today. Here is a link to it, not to repeat myself: https://rfilkov.com/2013/12/16/kinectps-with-openni-2/comment-page-1/#comment-3588
     
  7. masterchop

    masterchop

    Joined:
    Oct 9, 2015
    Posts:
    39
    oh wow, all this time didnt know you replied, so with this i should be able to run your kinect package in linux? that would be awesome
     
  8. marjan

    marjan

    Joined:
    Jun 6, 2009
    Posts:
    563
    Hi there,
    i can confirm that this still works under MacOs Sierra with Unity 5.4.

    Strangely enough the terminal command "freenect-glview" only results in:
    Kinect camera test

    Number of devices found: 1

    Failed to open motor subddevice or it is not disabled.Failed to open audio subdevice or it is not disabled.Could not open device


    This is a XBOX360 Kinect. Works in Unity with your project though???!!!

    And i also got the crash after stopping game mode. Didn't´t try a build.


    For folks trying this on newer machines (this is a MacBook Pro 2011, 17#) Kinects V1 ONLY work on USB 2!!!
    Newer MacBooks have only USB3 and thats a no go.

    Besides: I guess its normal that input comes somewhat delayed and is not precise at all? At work we have a V2 which should do much better, but since i only have Mac i have to experiment with the old stuff.

    PS: Were available i looked for distributions concerning sierra!
     
    Last edited: Feb 14, 2017
  9. ddsinteractive

    ddsinteractive

    Joined:
    May 1, 2013
    Posts:
    20
    Will this work with a sensor that is OpenNI compatible but not a Kinect? For example, the Orbecc Astra/Astra Pro?
     
  10. roumenf

    roumenf

    Joined:
    Dec 12, 2012
    Posts:
    635
    It should work. Otherwise I don't see much sense to use OpenNI2/NiTE2, instead of a device-specific platform.