ZED LiveLink Plugin for Unity
This tool is an interface between the SDK Fusion module and Unity. It sends fused skeleton data to the engine so that 3D avatars can be animated in Unity using one or several ZED cameras working together.
The data is broadcast via UDP on a specified port, and can be received using the assets of the paired Unity project.
Current version: 4.2.0.
Compatible ZED SDK Versions: 4.0.5 - 4.2.0
- ZED SDK v4.x, available on stereolabs.com
- Unity 2021.3 and more recent versions, available on unity.com
- It will probably work well with older versions, as its core is an UDP receiver which animates an Humanoid avatar, but has not been tested with them.
- You may encounter an error about the package Newtonsoft not being installed at first launch. With versions 2022.x and more recent of Unity, it should not happen, but in any case please refer to the Newtonsoft repo for installation instructions with Unity Package Manager.
- Universal Render Pipeline (URP): The Unity project is built on URP, however this is not blocking if you want to use another render pipeline as there is no deep shader compatibility issues, just some materials to update.
The ZED Unity plugin, available here, is a full integration of the SDK features in Unity, except for the multi-camera data fusion. It comes as an Unity Package, allowing dialogue between your project and all the ZED SDK capabilities.
This sample comes as an alternative and a complement, allowing your Unity project to receive only Body Tracking data, from one or several cameras. The Unity project provided does not implement any dialogue with the SDK, only being able to receive data from the sender tools (not the SDK directly).
The ZED Unity Live Link
and ZED Unity Live Link Fusion
projects are the C++ samples responsible for sending the data from the SDK to Unity via UDP.
-
The
ZED Unity Live Link Mono
sample directly calls the SDK and sends only the Body Tracking data to Unity. -
The
ZED Unity Live Link Fusion
sample uses the Fusion module of the SDK to combine the Body Tracking data from several cameras, via a direct USB connection or ZEDHub.
The Live Link for Unity
project comes with some scripts to receive skeleton data, a sample scene to discover it and a 3D avatar to populate said scene.
Scenes :
- Skeleton Fusion : main scene, simple space showcasing the necessary elements to receive skeleton data from the sender and animate some 3D avatars.
- Upper Body Tracking : Implementation of a way to use only the upper part of the body (from the spine and above) to animate the avatar.
Main scripts :
- ZEDStreamingClient : Manage the reception of data from the sender.
- ZEDCommon : Defines the structure of the body data received and used in the sample.
- ZEDSkeletonTrackingManager : Manages the display of the 3D avatars by processing the data received by the
ZEDStreamingClient
at each reception. - SkeletonHandler : Main script to manage the "data" part of each body detected.
- ZEDSkeletonAnimator : Script to manage the animation of each avatar, using the
SkeletonHandler
data.
Main prefabs :
- FusionManager : The main manager, with the
ZEDStreamingClient
andZEDSkeletonTrackingManager
components attached. - Unity_Avatar : Sample avatar using Unity's Starter Assets 3D humanoid model.
- First, download and install the latest version of the ZED SDK on stereolabs.com (Minimum requirement: ZED SDK v4.0).
- For more information, read the ZED Documentation and API documentation
- Download the C++ samples and the Unity project (or unitypackage) on the Releases page on this repo. You can also directly pull the
main
branch of the repo for an up-to-date version. - Generate either or both of the projects (
fusion
ormono
) using CMake. - Open the
main.cpp
file and set theservAddress
andservPort
variables with your desired address and port.- The default values are
230.0.0.1
for the IP and20001
for the port.
- The default values are
// ----------------------------------
// UDP to Unity----------------------
// ----------------------------------
std::string servAddress;
unsigned short servPort;
UDPSocket sock;
sock.setMulticastTTL(1);
servAddress = "230.0.0.1";
servPort = 20001;
std::cout << "Sending fused data at " << servAddress << ":" << servPort << std::endl;
// ----------------------------------
// UDP to Unity----------------------
// ----------------------------------
- Build the sample and execute it, passing your calibration file generated by ZED360 as argument, if you're using the Fusion sender, or either nothing or your SVO file for the mono-camera sender.
Note: The sender needs to be built in Release configuration. Visual Studio may open it in Debug mode by default. Please check the Solution Configuration in Visual Studio before building.
> path/to/the/ZED_Sender_Fusion.exe path/to/the/calib_file.json
> path/to/the/ZED_Sender_Monocam.exe [path/to/the/file.svo]
- Import the Unity package in your project or just open the project provided on this repo.
- Check that the
Port
andMulticast IP Address
variables of theZED Streaming Client
script on theFusion Manager
prefab are set to the same values as in themain.cpp
set previously.
- Run the scene and you should see avatars moving in Unity !
These are located on the ZED Skeleton Tracking Manager
script in the Fusion Manager
prefab.
Enable Avatar
/Enable SDK Skeleton
: controls the visibility of the 3D avatar and of the skeleton directly derived from the keypoints of the SDK.Avatars
: Array of 3D avatars randomly chosen when detecting a new person.- All of Unity Humanoid avatars should be compatible, provided they are made into a prefab with a
ZEDSkeletonAnimator
component attached.
- All of Unity Humanoid avatars should be compatible, provided they are made into a prefab with a
Enable SDK Skeleton
: controls the visibility of the stickman view of the SDK keypoints. Whereas the 3D avatar is animated using local rotations derived from the keypoints, this show the actual positions of the keypoints detected by the SDK.Log Fusion Metrics
: enables logging the metrics sent by the Fusion module in the console.
If no skeleton data is received in Unity, you can either try to :
- Disable your firewall.
- Change the port used to send the data, it might already be used by another process.
You will find guidance and assistance :
- In the documentation of the sample
- On our Community forums
You found a bug / a flaw in our plugin ? Please check that it is not already reported, and open an issue if necessary. You can also reach out to us on the community forums for any question or feedback !
By the way, we also have a special place in our hearts for PR senders.