using UnityEngine; using System.Collections; using Windows.Kinect; public class JointPosition : MonoBehaviour { public Transform kinectPosition; public Windows.Kinect.JointType _jointType; public GameObject _bodySourceManager; private BodySourceManager _bodyManager; // Use this for initialization void Start () { } // Update is called once per frame void Update () { if (_bodySourceManager == null) { return; } _bodyManager = _bodySourceManager.GetComponent(); if (_bodyManager == null) { return; } Body[] data = _bodyManager.GetData(); if (data == null) { return; } // get the first tracked body... foreach (Body body in data) { if (body == null) { continue; } if (body.IsTracked) { //this.gameObject.transform.position = new Vector3 // this.gameObject.transform.localPosition = body.Joints[_jointType].Position; var pos = body.Joints[_jointType].Position; Vector3 tempVector = new Vector3(-pos.X , pos.Y , pos.Z ); transform.position = tempVector; // transform.position = kinectPosition.TransformPoint (tempVector); break; } } } }