it’s entirely possible. There are two options here:
Using directly our main nuitrack.net.dll C# assembly (part of our Unity prefab) - it provides full access to sensor capabilities (depth map/segment map/skeletons/gestures). This method supported only on Android - you have to connect to VicoVR android service (it can be installed from google play play.google.com/store/apps/deta … ager&hl=en).
All we need is three files:
– /NuitrackExample/Assets/Nuitrack/nuitrack.net.dll - main Nuitrack C# API assembly
– /NuitrackExample/Assets/Plugins/Android/nuitrackHelper.jar - utility java library for connecting to VicoVR android service
– /NuitrackExample/Assets/Nuitrack/NuitrackLoader.cs - main code snippet
We have additional version of assembly nuitrack.net.dll which works through WiFi and can be used on any platform: Android, iOS, WP, Windows, Linux, MacOS. It is intended for debugging and has following limitation - you can only fetch skeletons data (another modules not supported). If you need only skeletons, you can use it. You can download it here download.vicovr.com/debugging_fe … WF.net.dll
We’re trying to use the SDK within a Xamarin for Android project, we’ve followed your instructions and extracting the neccesary files.
Then, we created a Xamarin Binding project that’s designed to consume jars from c# and added both the nuitrack.net.dll and the jar.
The problem we’re facing now is to initialize the library. the “nuitrackloader.cs” is tied to Unity3D api.
If we call nuitrack methods from within the c# library, without initializing, it throws a “filenotfoundexception” looking for a “nuitrack” dll. Notice it’s not the same as nuitrack.net.dll
at (wrapper managed-to-native) nuitrack.NativeImporter:nuitrack_Initialize ()
at nuitrack.NativeNuitrack.Init () [0x00000] in <2a9e11ce32f84093bb81261095603d94>:0
at nuitrack.Nuitrack.Init () [0x00000] in <2a9e11ce32f84093bb81261095603d94>:0
We understand that, along with nuitrack.net.dll , there’s a need for a native nuitrack.dll ??