Thanks for your response!!
I find out the function
private void UpdateAvatarControl(SkeletonHandler handler, sl.ObjectDataSDK data, bool useAvatar) in the script ZEDSkeletonTrakingViewer.cs will do de job.
But now, the thing is that the joints I do obtain in the C++ SDK are not the same that the ones extracted in UNITY (the sl.ObjectDataSDK object), even if I define the coordinate_system in the C++ SDK to COORDINATE_SYSTEM::LEFT_HANDED_Y_UP.
For example, the first join on the first frame of the same svo file extracted in UNITY is (0.5,-0.4,1.0), but in the C++ SDK is (0.0, -0.2, 0.0).
Any idea why this happens? Thanks again!
I find out that that i was using
data.skeletonJointPosition and not
data.localPositionPerJoint, finally the localPositionPerJoint are both the same in Unity and C++ SDK, but how do I get the values of
skeletonJointPosition using the