public unsafe void Update() { if (!inited) { return; } else { localToWorldMatrix = transform.localToWorldMatrix; fpsUpdate.Tick(); //SKELETON if (nextSkeletonFrameReady.WaitOne(1)) { lock (nextSkeletonFrame) Swap <KinectSkeletonFrame>(ref nextSkeletonFrame, ref currentSkeletonFrame); fpsKinectSkeleton.Tick(); } } updateFPS = (float)fpsUpdate.Framerate; skeletonFPS = (float)fpsKinectSkeleton.Framerate; }