Disabling Skeleton Tracking on runtime

Hello,
Is it possible to completely disable the tracking of a skeleton at runtime so that it does not consume any computing time? We are developing games that only need tracking of 1 skeleton. However, we have a game menu where we need hand tracking 2x. So we also need to track 2 skeletons.

So, we are doing this:
skeletonTracker.SetNumActiveUsers(2);

However, tracking a 2nd skeleton in the game causes performance problems. The end hardware we use is not the strongest. The value read in skeletonTracker.GetProcessingTime() doubles with 2 skeletons from 20ms to 40ms.

Something like:
skeletonTracker.GetSkeleton(1).enabled = false;

would be very useful.

I may found an answer to my question :wink:

We are using:
skeletonTracker.SetAutoTracking(true);
skeletonTracker.SetNumActiveUsers(2);

I guess setting AutoTracking to false and start/stop the tracking manually would do the job. Right?

Like:
skeletonTracker.StartTracking(int userId)
skeletonTracker.StopTracking(int userId)

1 Like

Basically yes

When autotracking is enabled, tracking of the user’s skeleton begins immediately when the user appears in the frame. Otherwise, you must manually start tracking of the user’s skeleton.

http://download.3divi.com/Nuitrack/doc/classnuitrack_1_1SkeletonTracker.html#a48c0922ca48dd259bd2e3c8d86132ef0