Best way to place the zed cam in our set mockup within Unity

Hello,
We are using a zed camera for body tracking as part of an interactive projection installation.
The camera will be mounted to the wall and static in the scene - however i’ve noticed that if i define it as static via the ZedManager.TrackingIsStatic property the accuracy is much worse than if i have that turned off.
The other settings i have on are EnableTracking and SetFloorAsOrigin.
So the solution that seems to work best for us is defining it not as static - and then having a mock camera in the scene which imitates the rotation of the zedCamera but is stuck in the position where we know that the zed cam is in the room. -
needed because if it’s not defined as static the zedCamera moves about a bit on initialisation.
This is all good and then the last piece of the puzzle is that we’d like the Zed Cameras Yaw rotation to match what it should be in the scene - so we’ve got this working by setting a yaw rotation on its parent object.
This all seems to work more or less - the skeletons are not correctly placed in the Unity Scene because the zed cam translates on startup -
it would be nice to get them in the right place but not a deal breaker.
So just wondering if you can sanity check this approach and let me know if there’s something else i should be doing.
Thanks,
Ross

Hi,

When you say this is “worse” with set as static enabled, what part/feature are you referring to?

Stereolabs Support

It seemed worse in terms of positional accuracy - when i walked 3 meters across the room it tracked it as only 2 meters - as soon as i turned off static it tracked correctly as 3 meters…

  • not sure if this has any bearing but the camera was up quite high at 3 meters - looking down on an approximately 6x4 meters room

It should not be related. This option only tells the ZED SDK not to compute the pose of the camera each frame but only once at the start.
Even if the estimated position is false, all the skeleton data is computed relatively to the camera so a wrong position estimation does not change anything in theory.

I’ll try to reproduce the issue on my side and let you know if I find something.

Stereolabs Support