protected override void Start() { base.Start(); try { sensor = new Perception.Kinect.KinectSensor(Perception.Kinect.KinectSensor.FrameType.Body); } catch (System.DllNotFoundException e) { Debug.LogWarning("Kinect DLL not available; SkeletonFrame module disabled"); gameObject.SetActive(false); return; } //This code sets the function to be executed on the arribal of a frame sensor.MultiSourceFrameArrived += OnMultiSourceFrameArrived; }
protected override void Start() { base.Start(); sensor = new Perception.Kinect.KinectSensor(Perception.Kinect.KinectSensor.FrameType.Depth); DataStore.Subscribe(handRightKey, Handler); DataStore.Subscribe(handLeftKey, Handler); DataStore.Subscribe(timestampKey, Handler); DataStore.Subscribe(engagedKey, Handler); //This code sets the function to be executed on the arribal of a frame sensor.MultiSourceFrameArrived += OnMultiSourceFrameArrived; }
protected override void Start() { base.Start(); sw.Start(); sensor = new Perception.Kinect.KinectSensor(Perception.Kinect.KinectSensor.FrameType.Color); //This code sets the function to be executed on the arribal of a frame sensor.MultiSourceFrameArrived += OnMultiSourceFrameArrived; detector = GetComponent <Detector>(); rectangle = new Rectangle(640, 300, 640, 480); //SetValue("user:joy", 0, "initialization"); //SetValue("user:sadness", 0, "initialization"); }