Motive to Unity

NatNet, VRPN, TrackD, and Plugins
Posts: 7
Joined: Wed Feb 13, 2013 7:08 pm
Location: Los Angeles

Re: Motive to Unity

Post by danwarom » Sat Jul 18, 2015 9:52 am

Hey Dimitri,

Nice one mate, i'll take a look at this on Monday - here's hoping you plugged whatever was causing me grief! Knowing my code, I probably left a print statement in there somewhere :lol:


Posts: 4
Joined: Wed Jun 17, 2015 3:39 pm

Re: Motive to Unity

Post by DmitriG » Thu Jul 30, 2015 9:46 am

Hey all,

for the recent updates always check my github:

Best regards,

Posts: 2
Joined: Mon Nov 02, 2015 6:24 am

Re: Motive to Unity

Post by kwabbott » Mon Nov 02, 2015 6:34 am

Thanks so much for this plugin. I was able to get data flowing into the scene from Motive.

Are there setup instructions, or a sample scene, which details getting data targeted to a skeleton?


Kevin Abbott
Western Michigan University

Posts: 2
Joined: Mon Nov 02, 2015 6:24 am

Re: Motive to Unity

Post by kwabbott » Mon Nov 02, 2015 7:37 am

Thanks for putting this together. It was easy to get rigid body data streaming in.

Is there a tutorial or sample scene with a full skeleton setup?


Kevin Abbott
Western Michigan University

Posts: 5
Joined: Tue Feb 09, 2016 4:33 pm

Re: Motive to Unity

Post by darkmax » Tue Feb 09, 2016 4:36 pm

hi I also want to stream rigidbody data from motive to unity, but with the example of unity in the natnet sdk in some cases there is a lot of latency, I also want to a plugin in unity where gathers the info directly and more low latency possible.

I hope somebody has a plugin for unity.

Posts: 3
Joined: Wed Apr 06, 2016 5:16 am

Re: Motive to Unity

Post by XmanLCH » Wed Apr 06, 2016 5:53 am

Hi all,

I have been working on connecting Optitrack Motive to Unity for a while. I've tried the UnitySample in NatNet SDK but its XML format causes too much traffic in my wireless network and increases network latency. Since I am doing mobile VR, it's really crucial to have it connect wirelessly.

So instead of rewriting both UnitySample server and SlipStream/Body client and make my own protocol, I decided to just make a new client which receive tracking data directly from Motive without any intermediate server.

Here is the link to the project.

Please feel free to clone and report issues.


Lung-Pan Cheng
PhD in HCI
Hasso Plattner Institute,
University of Potsdam

Posts: 26
Joined: Fri Dec 14, 2007 7:14 pm

Re: Motive to Unity

Post by Pixerati » Mon May 30, 2016 8:42 am

Wow, that's amazing Lung-Pan. I personally vote for this to be established as the default Unity solution and updated accordingly. Haven't actually tested it yet, but the code looks pretty clean.

Posts: 2
Joined: Sat Aug 11, 2012 9:26 pm

Re: Motive to Unity

Post by hulnglei » Wed Jun 01, 2016 2:54 am

I run the SDK of Natnet 2.7 in one PC. it suddently have 5 seconds delay. It never happens in other computers.
Do anybody meet this problems?
Best regards,

Posts: 3
Joined: Wed Jun 08, 2016 9:27 am

Re: Motive to Unity

Post by jakethesnake » Wed Jun 08, 2016 9:34 am

I'm trying out Bradley's latest version, but run into a annoying problem. I stream packages from Motive to Unity and can see that they are getting into unity and the Slipstrem.cs is picking them up.

But when I try to print out the XML files with Debug.Log i can see that my two rigidbodies are detected but that no change in the Rigidbodies X Y Z values. It like they are not moving, even thou they clearly are. I'm playing back .tak files from previous recordings, but I don't think that should have any impact. I'm using Motive 1.8

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