Hi, the avatars in unity body tracking are all created with the same height. I would like to scale them depending on the hight of the person and have thought of 2 possibilities:
1.) get the height from the dimensions and scale the humanoid accordingly. Question: How can I get the dimensions of the bounding box in the Create() function in SkeletonHandler.cs?
2.) Add the lengths of the individual bones and thus determine the height. Question: Is it possible to get the length of the bones in the Create() function or is this the wrong place for it?
The “Create” function is called in the “InstanciateAvatarWithDelay” function from the ZEDBodyTrackingManager script which has access all the body tracking data stored in the “DetectedBody” structure.
This contains both the bounding box size and the position of each joint you can use to calculate the size of each bone.
Thanks, that helped a lot.
I have another unrelated question. Is it possible to show only the zed camera video in the small canvas in unity? By default there is an overlay between the camera video and the unity scene but I would like to have just the camera video shown in there (like it is in Unreal Engine).
In this smaller canvas I would like to have the “real world” camera video from the ZED. But it looks to me like there is an overlap between the Unity scene and the real world video. So if my Unity scene is not empty as in the picture above, the video in the canvas looks really bad because virtual and physical objects overlap. So the question is, how can I just show the actual original video in this small canvas, ignoring any game objects from Unity?
Yes, it contains the ZED camera images. But it also contains the virtual elements from Unity and mixes them together, if I understand the documentation correctly:
Yes, I use HDRP. Sorry, I removed the plane temporarily, but I just had a look and for the plane object everything works as expected (visible in main view, not visible in small canvas).
Edit: I have found the issue, it was due to a specific setting of my custom object. Thanks for your help!