Can the ZEDBodyTrackingManager place its skeletons not in the active scene?

Currently when the ZEDBodyTrackingManager creates a skeleton it places that skeleton object in the root of the active scene. This doesn’t quite work for us because we have a hub scene with the Zed managers in it and we load and unload additive scenes - if a skeleton is in one of those additive scenes when it’s unloaded then stuff breaks.
It looks like I dont’ have access to the SkeletonHandler script - is there any way i can change where these are placed?
Thanks

Hi,

You can change the position of the skeleton by making a minor modification to the InitSkeleton() function from the SkeletonHandler script.

If that’s not possible, the only solution is to move them after they spawn.

I guess I could also make the change on my side as it may be more coherent to have the main gameobject follow the skeleton’s position in the scene.

Stereolabs Support

Thanks - I don’t think we have access to the SkeletonHandler class do we?

Oh yeah, that’s possible, you can’t modify it if you import the plugin with the plugin manager.

A solution is to clone the repo (https://github.com/stereolabs/zed-unity) in your unity project instead of using the import system.

Stereolabs Support