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Nuitrack v0.37.24
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10 changes: 10 additions & 0 deletions CHANGELOG.md
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# Release v0.37.24

**Release Date**: 1 Jul 2024
**Nuitrack Runtime version**: 0.37.24
**Nuitrack SDK version**: 1.13.24

## Bug Fixes and Improvements
* Kinect v2 (Windows): Fixed an issue that confused the left and right sides of a skeleton
* Kinect Azure: Fixed an issue with Unreal Engine 5 plugin startup

# Release v0.37.23

**Release Date**: 15 Jun 2024
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4 changes: 2 additions & 2 deletions VERSION
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0.37.23
1.13.23
0.37.24
1.13.24
2 changes: 1 addition & 1 deletion doc/Instance-based_API.md
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Expand Up @@ -10,7 +10,7 @@ Currently supported platforms:
* Ubuntu amd64
* Windows x86_64

_**Note**: Face modules are by default disabled. To enable face modules, open *nuitrack.config* file and set ```Faces.ToUse``` and ```DepthProvider.Depth2ColorRegistration``` to `true`._
_**Note**: Face modules are by default disabled. To enable face modules, open *nuitrack.config* file and set ```Faces.ToUse``` to `true`._

## Getting Information about Instances

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1 change: 0 additions & 1 deletion doc/Nuitrack_AI.md
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Expand Up @@ -25,7 +25,6 @@ Nuitrack AI Skeleton Tracking is the Nuitrack AI feature that provides full body
To turn on Nuitrack AI skeleton tracking:
* open the `nuitrack.config` file from `%NUITRACK_HOME%/data`
* set the `"Skeletonization.Type"` parameter to `"CNN_HPE"`
* set the `"DepthProvider.Depth2ColorRegistration"` parameter to `true`

To test skeleton tracking, run `nuitrack_sample.exe` from `%NUITRACK_HOME%/bin` (`/usr/bin/nuitrack_sample` for Ubuntu).

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6 changes: 3 additions & 3 deletions doc/Unity_RGB_Skeletons.md
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Expand Up @@ -97,8 +97,8 @@ _**Note**: If you observe memory leak, try to delete the old texture (for exampl

## Displaying the Skeleton

1. All right, color image from the sensor is fun, but we're interested in the skeletons of users (otherwise, what do we need Nuitrack for?) Let's start tracking and displaying skeletons. First of all, turn on **depth-to-color registration** because a depth map doesn't accurately match an RGB image and we have to align them. To turn on depth-to-color registration, you have to open `nuitrack.config` and set `DepthProvider.Depth2ColorRegistration` to `true`.
2. Create two prefabs to display a user's skeleton (a ball for a joint and a line for a connection). As an option, you can use the prefabs from **NuitrackSDK.unitypackage** (**Assets/NuitrackSDK/Tutorials/RGBandSkeletons/Prefabs (JointUI and ConnectionUI)**).
1. All right, color image from the sensor is fun, but we're interested in the skeletons of users (otherwise, what do we need Nuitrack for?) Let's start tracking and displaying skeletons. First of all, make sure that the **depth-to-color registration** is enabled, because the depth map may not exactly match the RGB image, and we need to align them. Check the **Depth 2 Color Registration** checkbox on the **NuitrackScripts** prefab on your Scene
2. Create two prefabs to display a user's skeleton (a ball for a joint and a line for a connection). As an option, you can use the prefabs from **NuitrackSDK.unitypackage** (**NuitrackSDK/Avatar/UI Avatar/Prefabs/SubPrefabs (JointUI and ConnectionUI)**).
3. Create a new script and name it `SimpleSkeletonAvatar`. In this script, determine tracking and displaying of a single skeleton.
4. Create a new bool variable `autoProcessing`. If we need to process only one skeleton, we set the value of this variable to `true` and Nuitrack passes all data about this skeleton. At this stage, this is quite sufficient because we want to display only one skeleton. However, when it comes to displaying several skeletons, we'll need additional components, because multiple skeletons cannot be processed automatically.
5. Create two fields for the joint and connection prefabs: `jointPrefab` and `connectionPrefab`. And field `parentRect` where the avatar RectTransform will be stored
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</p>

16. Create a child object to the **SkeletonsCanvas** (**Create Empty**) and name it **Simple Skeleton Avatar**. We'll use this object to display the skeleton. Drag-and-drop the `SimpleSkeletonAvatar` script to this object.
17. Drag-and-drop the **jointUI** prefab (**Tutorials/RGBandSkeletons/Prefabs**) to the **Joint Prefab** field. Drag-and-drop the **ConnectionUI** prefab (from the same folder) to the **Connection Prefab** field.
17. Drag-and-drop the **jointUI** prefab (**NuitrackSDK/Avatar/UI Avatar/Prefabs/SubPrefabs**) to the **Joint Prefab** field. Drag-and-drop the **ConnectionUI** prefab (from the same folder) to the **Connection Prefab** field.

<p align="center">
<img width="400" src="img/Urgb_8.png">
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<key>CFBundlePackageType</key>
<string>FMWK</string>
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<string>0.37.23</string>
<string>0.37.24</string>
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