I've downloaded unity5 and I'm trying to get a working example taking skeletal data from a Kinect camera an applying it to a puppet in unity. I've tried multiple approaches. I've tried Kinect with OpenNI 1.5 that is available in the asset store as well as Zigfu. I cant seem to get any examples to work. I have openni, Nite and SensorKinect installed and working, but I can seem to get them working with Unity. Does anyone know wat I'm doing wrong or how to troubleshoot this?
I could not get it to work in unity 5, I ended up having to re-download unity 4.5 and use a legacy version of zigfu
http://zigfu.com/en/downloads/legacy/
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I am working on old project in which i need to update code. The project also uses cocos 2d older version. When i build project with latest Xcode 6.0, it gives many errors. I tried the old way to integrate. I followed the steps given into Adding Cocos2D only to already existing project? not solves my problem. I am getting error like "Could not build module 'UIKit' " and many more similar error for other framework. So i decided to integrate new version of cocos 2d 3.1.0. Thanks in advance.
how to use monogame in platform not having directx 11? I tried installing the directx software on my machine but it still is giving some errors. Does anybody has any idea related to this?
Same problem was with me but i tried installing the mono again and the problem solved .Do try to install the older versions of the adirectx and sharpdx of old files .
I am not sure of the errors you are getting, but I would ask only how are you installing MonoGame?
The MonoGame guys have added an installer that helps to ensure that you get all the necessary files need to run MonoGame, as well as, install the base templates. You can find the MonoGame 3.0 installer here: http://monogame.codeplex.com/releases/view/96421
If you need more detail on installation, check out my tutorial here: http://blogs.msdn.com/b/tarawalker/archive/2012/12/04/windows-8-game-development-using-c-xna-and-monogame-3-0-building-a-shooter-game-walkthrough-part-1-overview-installation-monogame-3-0-project-creation.aspx
doesn't play framework 2.0.4 support some consoles?
when i was using 1.x, i could use the console "play eclipsify"
and "play dependencies" to fbconnect and fbgraph modules
but from when i chaged the version, it's not working.
then how can i connect those modules? i've no idea to do that
i think the new version doesn't support those consoles for modules
is it correct?
is the way totally different? if then please let me know.
also juz awhile ago i checked the 1.2.5 version
and there is no dependencies.yml and module folder
would you let me know what changed and how can i apply and adjust?
Thank you for your time
https://github.com/playframework/Play20/wiki/Play-2.0-for-Play-1.x-developers
check this out
and i wanna tell you some people who evaluate my question
what if there is no begginer who really want to learn and ask, how developing survives?
i hate reputations!
Yes, it's TOTALY different, although some ideas are the same, Play 2.x is quite new product (as stated in many topics and questions since many months), there's (fortunately) no backward compatibility between Play 1.x and 2.x!
When you'll visit Play 1.x (only) modules page the first thing you'll see will be that disclaimer:
These modules are for the Play 1.x series only. Play 2.0 modules can be hosted anywhere on any Ivy, Maven or Git repository. We will add a directory for them here shortly.
Thanx to Pere Villega you can also search for Play 2.0 for Java or Scala modules on PlayModules.net site, however you need carefully choose between Play 1.x and Play 2.x series.
For working with eclipse, check the Play's 2.0 IDE documentation.
Hi could anyone to tell me how to install depot tools.I went through documentation and trying to install the webrtc in windows,I installed visual studio 2010 and some related stuff given in documentation still i am in confusion and many questions like why visual studio is required? are we have write code in visual studio?It acts like IDE for webrtc?
If not please tell me where we have to place our project in local file system and how to implement my first demo application..I found a video published by google demonstrating about webrtc in that they wrote code in a html file so is html file itself enough to develop.?
Though i have done a sample application in a html file still i am getting blank page and in console i am getting as UNCAUGHT EXCEPTION near navigator.webkitGetUserMedia() please help me out to know more about webrtc.
I suggest you start by watching the excellent videos about WebRTC from Justin Uberti and Cullen Jennings, and then (shameless self promotion) get to grips with the code and examples in Getting Started With WebRTC on HTML5 Rocks.
webrtc.org is the home of the WebRTC project -- lots of resources and demos there.
Just last month we released an open source project aimed to get developers into WebRTC fast and easy.
http://www.easyrtc.com/
It includes a cross-platform server kit which will run in Windows. Working demos are included.
I just built the webrtc solution using VS2010 by following this web pages instructions and NOT using cygwin. I had but one issue which to resolve required the manual copying of two files into the correct folder, you will know which two files should you see the names of these files and read the error, you will then know the expected location when the build fails.
Ultimately you will get a peerconnection_server.exe and a peerconnection_client.exe by way of sample. I was able to modify them easily.
Hope this helps. Be sure to install the prerequisites and follow the instructions to the letter.
As a clarification, the webrtc C++ library is one implementation you can use for the protocol. Another is using the webrtc implementation in a (very) modern web browser, such as Firefox or Chrome. Then, you'll just need HTML + JS, as per the articles in HTML5 Rocks.
I want to use some of the non-standard GLES 2 extensions like 'GL_OES_vertex_array_object' but I can't find a way to use them with Marmalade SDK. I guess I have to initialize them with a marmalade related function like the wglGetProcAddress on Windows but I can't find anything about this on the net. Currently my code compiles fine, but on the linking process I get "unresolved external symbol" errors. Is there a way I can use these extensions with Marmalade?
This is covered in Marmalade Documentation.
I am one of the Marmalade SDK developers, and as I know support of GLES2 drivers was not finished yeat. This functionality should be released somewhere in the end of August. I know defenetly that it will not work for OSX.