private void UpdateBones() { Vector localNeckPosition = RealsenseDevice.GetFaceLocalPosition(); neck.position = device.ToWorldPosition(localNeckPosition); neck.confidence.position = RealsenseDevice.GetFaceTargetConfidence(); Rotation localNeckRotation = RealsenseDevice.GetFaceLocalOrientation(); neck.rotation = localNeckRotation; neck.confidence.rotation = RealsenseDevice.GetFaceTargetConfidence(); }
public override Status Update() { if (RealsenseDevice.GetFaceTargetConfidence() <= 0) { status = RealsenseDevice.present ? Status.Present : Status.Unavailable; return(status); } status = Status.Tracking; if (headTracking) { UpdateBones(); } return(status); }