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Basic Kinect Demo
The basic demo appliaction illustrates how UnrealMe can be used to create Kinect-controlled (VR) applications. The task for users is to kick balls that drop in front of them into a goal. Everytime a ball hits the goal all other currently spawned balls are getting destroyed. After 10 hits the user gets teleported in front of the next goal which is narrower than the previous one. In total there are three "stages" with different sized goals. The whole process can be repeated as often as desired.
All the game logic of the basic demo application can be found in the Level Blueprint of the corresponding Map (UnrealMe_Exhib1.umap). This way the game is fully decoupled from UnrealMe and can easily be understood implementation-wise since every part of it can be seen in the Blueprint visual scripting editor.
The blueprint consists of differents parts whose purposes can be easily recognized by the corresponding comments. For example there are parts controlling the game logic (e.g. the behavior of the goals), continous updates (e.g. the "Tick"-event)
Button | Action | Comment/Addit. Info |
---|---|---|
PgUp(BildAuf) | Toggle ball spwaning | |
1 | Front camera | |
2 | Back camera | |
3 | First person camera | UnrealMeKinectGameMode |
4 | Toggle avatar | UnrealMeKinectGameMode |
5 | Toggle spheres | UnrealMeKinectGameMode |
R | Respawn character |
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Introduction
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Requirements & Approach
- Hard- & Software Setup
3.1 Tracking
3.2 Display
- Implementation
4.1 Core Application
4.2 Embodiment
4.3 Calibration (tbd)
- Tutorials
5.1 Useful links
5.2 General UE4 information/experiences
5.3 Connecting and using a tracking device
5.4 Basic Kinect Demo
5.5 Linking static and dynamic C++ libraries
5.6 Joint IDs
- Future potential