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
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 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.
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.
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Hi,
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,
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