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Bvallon-slobraun-slSLJLMacarit
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update to v4.0 (#247)
* fix recording path error * add updated lib for linux * Add Vsync in SK sample code * clean scenes parameters * initial commit * release 3.5 * 3.5 release * modify AR settings panel to AR Pass-through settings * change SK example scene (model + settings) * first commit + remove API errors * fix SK sample for unity 2020 * remove svo path (used for debug) in zedmanager * update linux wrapper * add unity version check and fix hasXRDevice() function * remove debug log from last commit * initial commit * multi cam - wip * 3.6 - WIP * add multicam scripts * add missings files * clean local repo / add missing shaders * update plugin version to 4.0 * New SK API - WIP * fix new Body tracking sample with new fitting API * Improve SK readme * add comments in SK sample scripts * clean SK sampleé * add missing meta file * update dll calls * fix dll call * release_3.6 * remove debug logs * fix object_class enum * clean repo * fix dll fonction name * merge xr compatibility branch - need more QA * add custom od sample * update OD readme * add is_grounded + body_34 * final update for 3.6 * update linux wrapper * modify grab error code to public variable * wip fix sk rigging * add new svo compression modes * initial commit * initial commit - add RPdefiner + remove LWRP * update linux wrapper * add hdrp/urp files * update shaders for planetarium scene * add option to convert zed prefab to srp * update mats * update planetarium materials * change VR rig to use only one cam * fix mat + add missing include * fix last materials + update readme * add new RT params : remove satured areas * add height offset slider * add keyboard bindings for height offset * update with new api (3.7) * prepare 3.7 release * update linux wrapper for 3.7 * update api to 3.8 * add new 3.8 params * prepare for release * add last api change for 3.8 * fix set value methods and setROI * push to 4.0 * add fusion sk api * add zedfusionmanager script * add v0 of foot IK & move bone animation to OnAnimatorIK callback * update gitignore * update avatar prefab for foot ik * add foot orientation to floor normal * IK on right foot * add foot IK, expose parameters, clean code * fix lerp start * clean code * set culling mode to "always animate" in prefab * add manual height offset * fix automatic height offset * debug commit * manual offset + foot IK no jitter * automatic + fik with issue when crouching * wip fix automatic crouch * wip : automatic and fik and manual work, but maybe issue with bending knees * dirty working commit - apply height offset whether feet visible or not * fix foot always parallel to ground issue * fix wrong error code * fix opencv api change * add gt exporter * fix missing avatar * update opencv sample with latest opencv version api * add missing metadata * fix svo frame counting * update wrapper * update api to * fix svo loop * add isnan to common * update win wrapper * update dll * update dll * OD frame -> body tracking frame * rename var * add setfloorasorigin setting in the editor * update variable setfloorasorigin name * update to 4.0 skeletons * update scene/prefab * clean code & project * move some variables * disable auto offset with 0 conf * variable name change * fix merge conflict * optim ai model in background - need QA * put body_34 back in the project * change debug logs & add body34 body parts * add timeout and time tracking to neural parallel optim - still needs QA * split bt_model-od_model & adjust some var names * remove neural fast & rename to _fast * fix custom ob script * fix bt * update body parts naming * fix ai optim check * refactor code to remove switches/ifs on body_format everywhere * remove GTExporter files * add fill mode * update default param of bt scene * hide GMSL res for USB camera * change height offset type -> float * fix zedmanager editor * fix loop with real time * make hands bones/nodes display smaller * rename skeletontracking to bodytracking * udpate linux wrapper and fix conflicts * remove plane --------- Co-authored-by: obraun <olivier.braun@stereolabs.com> Co-authored-by: Jean-Loup Macarit <jeanloup.macarit@stereolabs.com>
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.gitignore

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ZEDCamera/Assets/SteamVR/
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ZEDCamera/Assets/Oculus/
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ZEDCamera/ProjectSettings/
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ZEDCamera/Assets/Benjamin
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ZEDCamera/Assets/Benjamin
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ZEDCamera/Assets/LocalTests/
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ZEDCamera/Assets/LocalTest/
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ZEDCamera/Logs/
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ZEDCamera/Packages/
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ZEDCamera/UserSettings/
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ZEDCamera/.vsconfig

README.md

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- Inside-out positional tracking
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- Spatial mapping
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- Real-time plane detection
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- Object detection
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- Body tracking
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## Getting Started
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### Greenscreen
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https://user-images.githubusercontent.com/113181784/202203983-01d323ce-4f57-4ce5-b8cf-f22d891c6319.mp4
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[![](https://thumbs.gfycat.com/PalatableDesertedHorse-size_restricted.gif)](https://gfycat.com/PalatableDesertedHorse)
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Aim your ZED at a greenscreen and hit Play to see your subject standing in a small town in the desert. You'll see that the nearby crates still have all the proper occlusion, but the greenscreen background is replaced with the virtual background. Attach the ZED to a controller or Vive Tracker and specify it in **ZEDControllerTracker** to move the ZED around in your tracked VR space.
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Aim your ZED at a greenscreen and hit Play to see your subject standing in a small town in the desert. You'll see that the nearby crates still have all the proper occlusion, but the greenscreen background is replaced with the virtual background. Attach the ZED to a controller or Vive Tracker and specify it in **ZEDControllerTracker** to move the ZED around in your tracked VR space.
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### Mixed Reality Calibration
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[![](https://thumbs.gfycat.com/NegativeLazyHuman-size_restricted.gif)](https://gfycat.com/NegativeLazyHuman)
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Use our interactive, in-VR app to calibrate your ZED with a tracked object, like a controller or Vive Tracker, to make capturing mixed reality videos easier than ever.
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Use our interactive, in-VR app to calibrate your ZED with a tracked object, like a controller or Vive Tracker, to make capturing mixed reality videos easier than ever.
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- **Visible in Scene** governs whether you see planes in the Scene window.
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- **Visible in Game** governs whether you see planes in the Game view. Disabling can be useful if you just want planes for collisions.
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- **Override Material** will replace the default wireframe material
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on created planes with the material you specify.
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- **Override Material** will replace the default wireframe material on created planes with the material you specify.
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- **Add Collider** causes the manager to add a Mesh Collider to planes once spawned, enabling collisions.
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See the two included Plane Detection samples to explore further.

ZEDCamera/Assets/ZED/Editor/Scripts/BuildScript.cs.meta

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ZEDCamera/Assets/ZED/Editor/Scripts/RenderingPipelineDefines.cs.meta

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ZEDCamera/Assets/ZED/Editor/Scripts/UpgradePluginToSRP.cs.meta

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ZEDCamera/Assets/ZED/Editor/Scripts/ZEDCameraEditor.cs

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ZEDCamera/Assets/ZED/Editor/Scripts/ZEDCameraEditor.cs.meta

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ZEDCamera/Assets/ZED/Editor/Scripts/ZEDPluginInspector.cs.meta

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ZEDCamera/Assets/ZED/Examples/SkeletonTracking/Prefabs/Avatar/Alpha_Body_MAT.mat renamed to ZEDCamera/Assets/ZED/Examples/BodyTracking/Models/Materials/Alpha_Body_MAT.mat

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ZEDCamera/Assets/ZED/Examples/BodyTracking/Models/Materials/Alpha_Body_MAT.mat.meta

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