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.