Live Link setup in Unity

Hi, i’m trying to setup a project in unity using multiple camera body tracking with Live Link but i can’t seem to make it work. I’ve downloaded the livelink for unity package, imported it as an asset and set everything up so that there won’t be any errors showing on the console in the unity editor. I’ve also got the calibration file with ZED360. But there aren’t any avatars showing up when ı start up the project? Can you explain the step by step process of setting up fusion in unity using Live Link? Can you also explain how ı can use previously taken SVO files instead of cameras to get the avatars like we can in normal ZED SDK? i’ve tried to follow the instructions written on the pages but ı’m obviously missing some important points. I have already tried setting up a one camera project with the normal ZED SDK and everything worked pretty well if it makes any difference. Sorry for the amount of questions you can say that i’m a beginner in this stuff.

Hi,

First, to make sure the calibration file is correct, can you try to run the c++ multicam sample (https://github.com/stereolabs/zed-sdk/tree/master/body%20tracking/multi-camera/cpp), and display the raw skeletons by pressing “r” ?
If the calibration file is correct, all the skeletons should be on top of each other (or almost).

Thanks.

Stereolabs Support

Hi,
I have tested the calibration file using the python sample earlier and there was only one figure that slowly followed my movements i made in the video. I have also tried to do what you have said but i don’t know where exactly i should put the calibration file. I tried putting it inside the folder that contains the files generated by CMake but i still get the “need configuration file in input” error whenever i run the program.

The ZED360 calibration file should be passed as the first argument in the command line.

In the exact same way, you should build the zed-unity-livelink-fusion sender (you can find instructions for building on Windows here). In the last step, instead of running from Visual Studio with Ctrl+F5, right-click the project in the hierarchy and Build it.

Then, in your Windows Explorer folder, you will have a “Release” folder inside the Visual Studio project folder. Go into it, open a terminal, and run the .exe application passing the calibration file as an argument.
If you copy the calibration file next to the .exe beforehand, the command line will be something like:
./ZED_Unity_Livelink_Fusion.exe calibration_file.json.

Then, if you play the scene in Unity, you should have avatars moving.

Once it is working, to use SVO, please refer to this topic that discusses it.

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