Browse Source

delete KinectForWindows folder

Kenkart 2 years ago
parent
commit
7dadfe2916
33 changed files with 0 additions and 1366 deletions
  1. BIN
      KinectForWindows_UnityPro_2.0.1410/GreenScreen/MainScene.unity
  2. BIN
      KinectForWindows_UnityPro_2.0.1410/GreenScreen/Materials/GreenScreen.mat
  3. 0 4
      KinectForWindows_UnityPro_2.0.1410/GreenScreen/Materials/GreenScreen.mat.meta
  4. 0 70
      KinectForWindows_UnityPro_2.0.1410/GreenScreen/Materials/GreenScreenShader.shader
  5. 0 5
      KinectForWindows_UnityPro_2.0.1410/GreenScreen/Materials/GreenScreenShader.shader.meta
  6. 0 203
      KinectForWindows_UnityPro_2.0.1410/GreenScreen/Scripts/CoordinateMapperManager.cs
  7. 0 8
      KinectForWindows_UnityPro_2.0.1410/GreenScreen/Scripts/CoordinateMapperManager.cs.meta
  8. 0 79
      KinectForWindows_UnityPro_2.0.1410/GreenScreen/Scripts/CoordinateMapperView.cs
  9. 0 8
      KinectForWindows_UnityPro_2.0.1410/GreenScreen/Scripts/CoordinateMapperView.cs.meta
  10. BIN
      KinectForWindows_UnityPro_2.0.1410/KinectView/MainScene.unity
  11. BIN
      KinectForWindows_UnityPro_2.0.1410/KinectView/Materials/BoneMaterial.mat
  12. 0 4
      KinectForWindows_UnityPro_2.0.1410/KinectView/Materials/BoneMaterial.mat.meta
  13. 0 70
      KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/BodySourceManager.cs
  14. 0 8
      KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/BodySourceManager.cs.meta
  15. 0 179
      KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/BodySourceView.cs
  16. 0 8
      KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/BodySourceView.cs.meta
  17. 0 78
      KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/ColorSourceManager.cs
  18. 0 8
      KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/ColorSourceManager.cs.meta
  19. 0 30
      KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/ColorSourceView.cs
  20. 0 8
      KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/ColorSourceView.cs.meta
  21. 0 59
      KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/DepthSourceManager.cs
  22. 0 8
      KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/DepthSourceManager.cs.meta
  23. 0 252
      KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/DepthSourceView.cs
  24. 0 8
      KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/DepthSourceView.cs.meta
  25. 0 11
      KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/DisableOnStart.cs
  26. 0 8
      KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/DisableOnStart.cs.meta
  27. 0 85
      KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/InfraredSourceManager.cs
  28. 0 8
      KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/InfraredSourceManager.cs.meta
  29. 0 29
      KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/InfraredSourceView.cs
  30. 0 8
      KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/InfraredSourceView.cs.meta
  31. 0 100
      KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/MultiSourceManager.cs
  32. 0 8
      KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/MultiSourceManager.cs.meta
  33. 0 12
      KinectForWindows_UnityPro_2.0.1410/ReadMe.txt

BIN
KinectForWindows_UnityPro_2.0.1410/GreenScreen/MainScene.unity


BIN
KinectForWindows_UnityPro_2.0.1410/GreenScreen/Materials/GreenScreen.mat


+ 0 - 4
KinectForWindows_UnityPro_2.0.1410/GreenScreen/Materials/GreenScreen.mat.meta

@@ -1,4 +0,0 @@
-fileFormatVersion: 2
-guid: 4006bd5049160ec49b1d0fca83c7b0d2
-NativeFormatImporter:
-  userData: 

+ 0 - 70
KinectForWindows_UnityPro_2.0.1410/GreenScreen/Materials/GreenScreenShader.shader

@@ -1,70 +0,0 @@
-Shader "DX11/GreenScreenShader" {
-SubShader {
-Pass {
-
-CGPROGRAM
-#pragma target 5.0
-
-#pragma vertex vert
-#pragma fragment frag
-
-#include "UnityCG.cginc"
-
-Texture2D _MainTex;
-
-sampler SampleType;
-
-struct vs_input {
-	float4 pos : POSITION;
-	float2 tex : TEXCOORD0;
-};
-
-StructuredBuffer<float2> depthCoordinates;
-StructuredBuffer<float> bodyIndexBuffer;
-
-struct ps_input {
-	float4 pos : SV_POSITION;
-    float2 tex : TEXCOORD0;
-};
-
-ps_input vert (vs_input v)
-{
-	ps_input o;
-	o.pos = mul (UNITY_MATRIX_MVP, v.pos);
-	o.tex = v.tex;
-	// Flip x texture coordinate to mimic mirror.
-	o.tex.x = 1 - v.tex.x;
-	return o;
-}
-
-float4 frag (ps_input i, in uint id : SV_InstanceID) : COLOR
-{
-	float4 o;
-	
-	int colorWidth = (int)(i.tex.x * (float)1920);
-	int colorHeight = (int)(i.tex.y * (float)1080);
-	int colorIndex = (int)(colorWidth + colorHeight * (float)1920);
-	
-	o = float4(0, 1, 0, 1);
-	
-	if ((!isinf(depthCoordinates[colorIndex].x) && !isnan(depthCoordinates[colorIndex].x) && depthCoordinates[colorIndex].x != 0) || 
-		!isinf(depthCoordinates[colorIndex].y) && !isnan(depthCoordinates[colorIndex].y) && depthCoordinates[colorIndex].y != 0)
-	{
-		// We have valid depth data coordinates from our coordinate mapper.  Find player mask from corresponding depth points.
-		float player = bodyIndexBuffer[(int)depthCoordinates[colorIndex].x + (int)(depthCoordinates[colorIndex].y * 512)];
-		if (player != 255)
-		{
-			o = _MainTex.Sample(SampleType, i.tex);
-		}
-	}
-	
-	return o;
-}
-
-ENDCG
-
-}
-}
-
-Fallback Off
-}

+ 0 - 5
KinectForWindows_UnityPro_2.0.1410/GreenScreen/Materials/GreenScreenShader.shader.meta

@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: 673c6fb6042f42f4a827ea486d23e1cb
-ShaderImporter:
-  defaultTextures: []
-  userData: 

+ 0 - 203
KinectForWindows_UnityPro_2.0.1410/GreenScreen/Scripts/CoordinateMapperManager.cs

@@ -1,203 +0,0 @@
-using UnityEngine;
-using System.Collections;
-using Windows.Kinect;
-using System.Runtime.InteropServices;
-using System;
-
-public class CoordinateMapperManager : MonoBehaviour
-{
-	private KinectSensor m_pKinectSensor;
-	private CoordinateMapper m_pCoordinateMapper;
-	private MultiSourceFrameReader m_pMultiSourceFrameReader;
-	private DepthSpacePoint[] m_pDepthCoordinates;
-
-	private byte[] pColorBuffer;
-	private byte[] pBodyIndexBuffer;
-
-	private ushort[] pDepthBuffer;
-
-	const int        cDepthWidth  = 512;
-	const int        cDepthHeight = 424;
-	const int        cColorWidth  = 1920;
-	const int        cColorHeight = 1080;
-
-	long frameCount = 0;
-
-	double elapsedCounter = 0.0;
-	double fps = 0.0;
-	
-	Texture2D m_pColorRGBX;
-
-	bool nullFrame = false;
-
-	void Awake()
-	{
-		pColorBuffer = new byte[cColorWidth * cColorHeight * 4];
-		pBodyIndexBuffer = new byte[cDepthWidth * cDepthHeight];
-		pDepthBuffer = new ushort[cDepthWidth * cDepthHeight];
-
-		m_pColorRGBX = new Texture2D (cColorWidth, cColorHeight, TextureFormat.RGBA32, false);
-
-		m_pDepthCoordinates = new DepthSpacePoint[cColorWidth * cColorHeight];
-
-		InitializeDefaultSensor ();
-	}
-
-	Rect fpsRect = new Rect(10, 10, 200, 30);
-	Rect nullFrameRect = new Rect(10, 50, 200, 30);
-
-	void OnGUI () 
-	{
-		GUI.Box (fpsRect, "FPS: " + fps.ToString("0.00"));
-
-		if (nullFrame)
-		{
-			GUI.Box (nullFrameRect, "NULL MSFR Frame");
-		}
-	}
-
-	public Texture2D GetColorTexture()
-	{
-		return m_pColorRGBX;
-	}
-
-	public byte[] GetBodyIndexBuffer()
-	{
-		return pBodyIndexBuffer;
-	}
-
-	public DepthSpacePoint[] GetDepthCoordinates()
-	{
-		return m_pDepthCoordinates;
-	}
-
-	void InitializeDefaultSensor()
-	{	
-		m_pKinectSensor = KinectSensor.GetDefault();
-		
-		if (m_pKinectSensor != null)
-		{
-			// Initialize the Kinect and get coordinate mapper and the frame reader
-			m_pCoordinateMapper = m_pKinectSensor.CoordinateMapper;
-			
-			m_pKinectSensor.Open();
-			if (m_pKinectSensor.IsOpen)
-			{
-				m_pMultiSourceFrameReader = m_pKinectSensor.OpenMultiSourceFrameReader(
-					FrameSourceTypes.Color | FrameSourceTypes.Depth | FrameSourceTypes.BodyIndex);
-			}
-		}
-		
-		if (m_pKinectSensor == null)
-		{
-			UnityEngine.Debug.LogError("No ready Kinect found!");
-		}
-	}
-
-	void ProcessFrame()
-	{
-		var pDepthData = GCHandle.Alloc(pDepthBuffer, GCHandleType.Pinned);
-		var pDepthCoordinatesData = GCHandle.Alloc(m_pDepthCoordinates, GCHandleType.Pinned);
-
-		m_pCoordinateMapper.MapColorFrameToDepthSpaceUsingIntPtr(
-			pDepthData.AddrOfPinnedObject(), 
-			(uint)pDepthBuffer.Length * sizeof(ushort),
-			pDepthCoordinatesData.AddrOfPinnedObject(), 
-			(uint)m_pDepthCoordinates.Length);
-
-		pDepthCoordinatesData.Free();
-		pDepthData.Free();
-
-		m_pColorRGBX.LoadRawTextureData(pColorBuffer);
-		m_pColorRGBX.Apply ();
-	}
-	
-	
-	void Update()
-	{
-		// Get FPS
-		elapsedCounter+=Time.deltaTime;
-		if(elapsedCounter > 1.0)
-		{
-			fps = frameCount / elapsedCounter;
-			frameCount = 0;
-			elapsedCounter = 0.0;
-		}
-
-		if (m_pMultiSourceFrameReader == null) 
-		{
-			return;
-		}
-
-		var pMultiSourceFrame = m_pMultiSourceFrameReader.AcquireLatestFrame();
-		if (pMultiSourceFrame != null) 
-		{
-			frameCount++;
-			nullFrame = false;
-
-			using(var pDepthFrame = pMultiSourceFrame.DepthFrameReference.AcquireFrame())
-			{
-				using(var pColorFrame = pMultiSourceFrame.ColorFrameReference.AcquireFrame())
-				{
-					using(var pBodyIndexFrame = pMultiSourceFrame.BodyIndexFrameReference.AcquireFrame())
-					{
-						// Get Depth Frame Data.
-						if (pDepthFrame != null)
-						{
-							var pDepthData = GCHandle.Alloc (pDepthBuffer, GCHandleType.Pinned);
-							pDepthFrame.CopyFrameDataToIntPtr(pDepthData.AddrOfPinnedObject(), (uint)pDepthBuffer.Length * sizeof(ushort));
-							pDepthData.Free();
-						}
-						
-						// Get Color Frame Data
-						if (pColorFrame != null)
-						{
-							var pColorData = GCHandle.Alloc (pColorBuffer, GCHandleType.Pinned);
-							pColorFrame.CopyConvertedFrameDataToIntPtr(pColorData.AddrOfPinnedObject(), (uint)pColorBuffer.Length, ColorImageFormat.Rgba);
-                            pColorData.Free();
-                        }
-                        
-                        // Get BodyIndex Frame Data.
-                        if (pBodyIndexFrame != null)
-                        {
-							var pBodyIndexData = GCHandle.Alloc (pBodyIndexBuffer, GCHandleType.Pinned);
-							pBodyIndexFrame.CopyFrameDataToIntPtr(pBodyIndexData.AddrOfPinnedObject(), (uint)pBodyIndexBuffer.Length);
-							pBodyIndexData.Free();
-                        }
-					}
-				}
-			}
-
-			ProcessFrame();
-        }
-        else
-		{
-			nullFrame = true;
-		}
-	}
-
-	void OnApplicationQuit()
-	{
-		pDepthBuffer = null;
-		pColorBuffer = null;
-		pBodyIndexBuffer = null;
-
-		if (m_pDepthCoordinates != null)
-		{
-			m_pDepthCoordinates = null;
-		}
-
-		if (m_pMultiSourceFrameReader != null)
-		{
-			m_pMultiSourceFrameReader.Dispose();
-			m_pMultiSourceFrameReader = null;
-		}
-		
-		if (m_pKinectSensor != null)
-		{
-			m_pKinectSensor.Close();
-			m_pKinectSensor = null;
-		}
-	}
-}
-

+ 0 - 8
KinectForWindows_UnityPro_2.0.1410/GreenScreen/Scripts/CoordinateMapperManager.cs.meta

@@ -1,8 +0,0 @@
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-guid: cfbab3acec2cb4045934951ccebdc6f7
-MonoImporter:
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 

+ 0 - 79
KinectForWindows_UnityPro_2.0.1410/GreenScreen/Scripts/CoordinateMapperView.cs

@@ -1,79 +0,0 @@
-using UnityEngine;
-using System.Collections;
-using Windows.Kinect;
-
-public class CoordinateMapperView : MonoBehaviour
-{
-	public GameObject CoordinateMapperManager;
-	private CoordinateMapperManager _CoordinateMapperManager;
-
-	private ComputeBuffer depthBuffer;
-	private ComputeBuffer bodyIndexBuffer;
-
-	DepthSpacePoint[] depthPoints;
-	byte[] bodyIndexPoints;
-	
-	void Start ()
-	{
-		ReleaseBuffers ();
-		
-		if (CoordinateMapperManager == null)
-		{
-			return;
-		}
-		
-		_CoordinateMapperManager = CoordinateMapperManager.GetComponent<CoordinateMapperManager>();
-		
-		Texture2D renderTexture = _CoordinateMapperManager.GetColorTexture();
-		if (renderTexture != null)
-		{
-			gameObject.renderer.material.SetTexture("_MainTex", renderTexture);
-		}
-
-		depthPoints = _CoordinateMapperManager.GetDepthCoordinates ();
-		if (depthPoints != null)
-		{
-			depthBuffer = new ComputeBuffer(depthPoints.Length, sizeof(float) * 2);
-			gameObject.renderer.material.SetBuffer("depthCoordinates", depthBuffer);
-		}
-
-		bodyIndexPoints = _CoordinateMapperManager.GetBodyIndexBuffer ();
-		if (bodyIndexPoints != null)
-		{
-			bodyIndexBuffer = new ComputeBuffer(bodyIndexPoints.Length, sizeof(float));
-			gameObject.renderer.material.SetBuffer ("bodyIndexBuffer", bodyIndexBuffer);
-		}
-	}
-
-	void Update()
-	{
-		//TODO: fix perf on this call.
-		depthBuffer.SetData(depthPoints);
-
-		// ComputeBuffers do not accept bytes, so we need to convert to float.
-		float[] buffer = new float[512 * 424];
-		for (int i = 0; i < bodyIndexPoints.Length; i++)
-		{
-			buffer[i] = (float)bodyIndexPoints[i];
-		}
-		bodyIndexBuffer.SetData(buffer);
-		buffer = null;
-	}
-	
-	private void ReleaseBuffers() 
-	{
-		if (depthBuffer != null) depthBuffer.Release();
-		depthBuffer = null;
-
-		if (bodyIndexBuffer != null) bodyIndexBuffer.Release();
-		bodyIndexBuffer = null;
-
-		depthPoints = null;
-		bodyIndexPoints = null;
-	}
-	
-	void OnDisable() 
-	{
-		ReleaseBuffers ();
-	}
-}

+ 0 - 8
KinectForWindows_UnityPro_2.0.1410/GreenScreen/Scripts/CoordinateMapperView.cs.meta

@@ -1,8 +0,0 @@
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-MonoImporter:
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-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 

BIN
KinectForWindows_UnityPro_2.0.1410/KinectView/MainScene.unity


BIN
KinectForWindows_UnityPro_2.0.1410/KinectView/Materials/BoneMaterial.mat


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KinectForWindows_UnityPro_2.0.1410/KinectView/Materials/BoneMaterial.mat.meta

@@ -1,4 +0,0 @@
-fileFormatVersion: 2
-guid: f2ea145c63353784985576f08398a815
-NativeFormatImporter:
-  userData: 

+ 0 - 70
KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/BodySourceManager.cs

@@ -1,70 +0,0 @@
-using UnityEngine;
-using System.Collections;
-using Windows.Kinect;
-
-public class BodySourceManager : MonoBehaviour 
-{
-    private KinectSensor _Sensor;
-    private BodyFrameReader _Reader;
-    private Body[] _Data = null;
-    
-    public Body[] GetData()
-    {
-        return _Data;
-    }
-    
-
-    void Start () 
-    {
-        _Sensor = KinectSensor.GetDefault();
-
-        if (_Sensor != null)
-        {
-            _Reader = _Sensor.BodyFrameSource.OpenReader();
-            
-            if (!_Sensor.IsOpen)
-            {
-                _Sensor.Open();
-            }
-        }   
-    }
-    
-    void Update () 
-    {
-        if (_Reader != null)
-        {
-            var frame = _Reader.AcquireLatestFrame();
-            if (frame != null)
-            {
-                if (_Data == null)
-                {
-                    _Data = new Body[_Sensor.BodyFrameSource.BodyCount];
-                }
-                
-                frame.GetAndRefreshBodyData(_Data);
-                
-                frame.Dispose();
-                frame = null;
-            }
-        }    
-    }
-    
-    void OnApplicationQuit()
-    {
-        if (_Reader != null)
-        {
-            _Reader.Dispose();
-            _Reader = null;
-        }
-        
-        if (_Sensor != null)
-        {
-            if (_Sensor.IsOpen)
-            {
-                _Sensor.Close();
-            }
-            
-            _Sensor = null;
-        }
-    }
-}

+ 0 - 8
KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/BodySourceManager.cs.meta

@@ -1,8 +0,0 @@
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-guid: 2e74aed0503c9d24290a1ae5438fddc3
-MonoImporter:
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 

+ 0 - 179
KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/BodySourceView.cs

@@ -1,179 +0,0 @@
-using UnityEngine;
-using System.Collections;
-using System.Collections.Generic;
-using Kinect = Windows.Kinect;
-
-public class BodySourceView : MonoBehaviour 
-{
-    public Material BoneMaterial;
-    public GameObject BodySourceManager;
-    
-    private Dictionary<ulong, GameObject> _Bodies = new Dictionary<ulong, GameObject>();
-    private BodySourceManager _BodyManager;
-    
-    private Dictionary<Kinect.JointType, Kinect.JointType> _BoneMap = new Dictionary<Kinect.JointType, Kinect.JointType>()
-    {
-        { Kinect.JointType.FootLeft, Kinect.JointType.AnkleLeft },
-        { Kinect.JointType.AnkleLeft, Kinect.JointType.KneeLeft },
-        { Kinect.JointType.KneeLeft, Kinect.JointType.HipLeft },
-        { Kinect.JointType.HipLeft, Kinect.JointType.SpineBase },
-        
-        { Kinect.JointType.FootRight, Kinect.JointType.AnkleRight },
-        { Kinect.JointType.AnkleRight, Kinect.JointType.KneeRight },
-        { Kinect.JointType.KneeRight, Kinect.JointType.HipRight },
-        { Kinect.JointType.HipRight, Kinect.JointType.SpineBase },
-        
-        { Kinect.JointType.HandTipLeft, Kinect.JointType.HandLeft },
-        { Kinect.JointType.ThumbLeft, Kinect.JointType.HandLeft },
-        { Kinect.JointType.HandLeft, Kinect.JointType.WristLeft },
-        { Kinect.JointType.WristLeft, Kinect.JointType.ElbowLeft },
-        { Kinect.JointType.ElbowLeft, Kinect.JointType.ShoulderLeft },
-        { Kinect.JointType.ShoulderLeft, Kinect.JointType.SpineShoulder },
-        
-        { Kinect.JointType.HandTipRight, Kinect.JointType.HandRight },
-        { Kinect.JointType.ThumbRight, Kinect.JointType.HandRight },
-        { Kinect.JointType.HandRight, Kinect.JointType.WristRight },
-        { Kinect.JointType.WristRight, Kinect.JointType.ElbowRight },
-        { Kinect.JointType.ElbowRight, Kinect.JointType.ShoulderRight },
-        { Kinect.JointType.ShoulderRight, Kinect.JointType.SpineShoulder },
-        
-        { Kinect.JointType.SpineBase, Kinect.JointType.SpineMid },
-        { Kinect.JointType.SpineMid, Kinect.JointType.SpineShoulder },
-        { Kinect.JointType.SpineShoulder, Kinect.JointType.Neck },
-        { Kinect.JointType.Neck, Kinect.JointType.Head },
-    };
-    
-    void Update () 
-    {
-        if (BodySourceManager == null)
-        {
-            return;
-        }
-        
-        _BodyManager = BodySourceManager.GetComponent<BodySourceManager>();
-        if (_BodyManager == null)
-        {
-            return;
-        }
-        
-        Kinect.Body[] data = _BodyManager.GetData();
-        if (data == null)
-        {
-            return;
-        }
-        
-        List<ulong> trackedIds = new List<ulong>();
-        foreach(var body in data)
-        {
-            if (body == null)
-            {
-                continue;
-              }
-                
-            if(body.IsTracked)
-            {
-                trackedIds.Add (body.TrackingId);
-            }
-        }
-        
-        List<ulong> knownIds = new List<ulong>(_Bodies.Keys);
-        
-        // First delete untracked bodies
-        foreach(ulong trackingId in knownIds)
-        {
-            if(!trackedIds.Contains(trackingId))
-            {
-                Destroy(_Bodies[trackingId]);
-                _Bodies.Remove(trackingId);
-            }
-        }
-
-        foreach(var body in data)
-        {
-            if (body == null)
-            {
-                continue;
-            }
-            
-            if(body.IsTracked)
-            {
-                if(!_Bodies.ContainsKey(body.TrackingId))
-                {
-                    _Bodies[body.TrackingId] = CreateBodyObject(body.TrackingId);
-                }
-                
-                RefreshBodyObject(body, _Bodies[body.TrackingId]);
-            }
-        }
-    }
-    
-    private GameObject CreateBodyObject(ulong id)
-    {
-        GameObject body = new GameObject("Body:" + id);
-        
-        for (Kinect.JointType jt = Kinect.JointType.SpineBase; jt <= Kinect.JointType.ThumbRight; jt++)
-        {
-            GameObject jointObj = GameObject.CreatePrimitive(PrimitiveType.Cube);
-            
-            LineRenderer lr = jointObj.AddComponent<LineRenderer>();
-            lr.SetVertexCount(2);
-            lr.material = BoneMaterial;
-            lr.SetWidth(0.05f, 0.05f);
-            
-            jointObj.transform.localScale = new Vector3(0.3f, 0.3f, 0.3f);
-            jointObj.name = jt.ToString();
-            jointObj.transform.parent = body.transform;
-        }
-        
-        return body;
-    }
-    
-    private void RefreshBodyObject(Kinect.Body body, GameObject bodyObject)
-    {
-        for (Kinect.JointType jt = Kinect.JointType.SpineBase; jt <= Kinect.JointType.ThumbRight; jt++)
-        {
-            Kinect.Joint sourceJoint = body.Joints[jt];
-            Kinect.Joint? targetJoint = null;
-            
-            if(_BoneMap.ContainsKey(jt))
-            {
-                targetJoint = body.Joints[_BoneMap[jt]];
-            }
-            
-            Transform jointObj = bodyObject.transform.FindChild(jt.ToString());
-            jointObj.localPosition = GetVector3FromJoint(sourceJoint);
-            
-            LineRenderer lr = jointObj.GetComponent<LineRenderer>();
-            if(targetJoint.HasValue)
-            {
-                lr.SetPosition(0, jointObj.localPosition);
-                lr.SetPosition(1, GetVector3FromJoint(targetJoint.Value));
-                lr.SetColors(GetColorForState (sourceJoint.TrackingState), GetColorForState(targetJoint.Value.TrackingState));
-            }
-            else
-            {
-                lr.enabled = false;
-            }
-        }
-    }
-    
-    private static Color GetColorForState(Kinect.TrackingState state)
-    {
-        switch (state)
-        {
-        case Kinect.TrackingState.Tracked:
-            return Color.green;
-
-        case Kinect.TrackingState.Inferred:
-            return Color.red;
-
-        default:
-            return Color.black;
-        }
-    }
-    
-    private static Vector3 GetVector3FromJoint(Kinect.Joint joint)
-    {
-        return new Vector3(joint.Position.X * 10, joint.Position.Y * 10, joint.Position.Z * 10);
-    }
-}

+ 0 - 8
KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/BodySourceView.cs.meta

@@ -1,8 +0,0 @@
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-MonoImporter:
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-  userData: 

+ 0 - 78
KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/ColorSourceManager.cs

@@ -1,78 +0,0 @@
-using UnityEngine;
-using System.Collections;
-using Windows.Kinect;
-
-public class ColorSourceManager : MonoBehaviour 
-{
-    public int ColorWidth { get; private set; }
-    public int ColorHeight { get; private set; }
-
-    private KinectSensor _Sensor;
-    private ColorFrameReader _Reader;
-    private Texture2D _Texture;
-    private byte[] _Data;
-    
-    public Texture2D GetColorTexture()
-    {
-        return _Texture;
-    }
-    
-    void Start()
-    {
-        _Sensor = KinectSensor.GetDefault();
-        
-        if (_Sensor != null) 
-        {
-            _Reader = _Sensor.ColorFrameSource.OpenReader();
-            
-            var frameDesc = _Sensor.ColorFrameSource.CreateFrameDescription(ColorImageFormat.Rgba);
-            ColorWidth = frameDesc.Width;
-            ColorHeight = frameDesc.Height;
-            
-            _Texture = new Texture2D(frameDesc.Width, frameDesc.Height, TextureFormat.RGBA32, false);
-            _Data = new byte[frameDesc.BytesPerPixel * frameDesc.LengthInPixels];
-            
-            if (!_Sensor.IsOpen)
-            {
-                _Sensor.Open();
-            }
-        }
-    }
-    
-    void Update () 
-    {
-        if (_Reader != null) 
-        {
-            var frame = _Reader.AcquireLatestFrame();
-            
-            if (frame != null)
-            {
-                frame.CopyConvertedFrameDataToArray(_Data, ColorImageFormat.Rgba);
-                _Texture.LoadRawTextureData(_Data);
-                _Texture.Apply();
-                
-                frame.Dispose();
-                frame = null;
-            }
-        }
-    }
-
-    void OnApplicationQuit()
-    {
-        if (_Reader != null) 
-        {
-            _Reader.Dispose();
-            _Reader = null;
-        }
-        
-        if (_Sensor != null) 
-        {
-            if (_Sensor.IsOpen)
-            {
-                _Sensor.Close();
-            }
-            
-            _Sensor = null;
-        }
-    }
-}

+ 0 - 8
KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/ColorSourceManager.cs.meta

@@ -1,8 +0,0 @@
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-MonoImporter:
-  serializedVersion: 2
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+ 0 - 30
KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/ColorSourceView.cs

@@ -1,30 +0,0 @@
-using UnityEngine;
-using System.Collections;
-using Windows.Kinect;
-
-public class ColorSourceView : MonoBehaviour
-{
-    public GameObject ColorSourceManager;
-    private ColorSourceManager _ColorManager;
-    
-    void Start ()
-    {
-        gameObject.renderer.material.SetTextureScale("_MainTex", new Vector2(-1, 1));
-    }
-    
-    void Update()
-    {
-        if (ColorSourceManager == null)
-        {
-            return;
-        }
-        
-        _ColorManager = ColorSourceManager.GetComponent<ColorSourceManager>();
-        if (_ColorManager == null)
-        {
-            return;
-        }
-        
-        gameObject.renderer.material.mainTexture = _ColorManager.GetColorTexture();
-    }
-}

+ 0 - 8
KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/ColorSourceView.cs.meta

@@ -1,8 +0,0 @@
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-guid: ee5302fdf7d10e74fbbbe1a2f7503f46
-MonoImporter:
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-  userData: 

+ 0 - 59
KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/DepthSourceManager.cs

@@ -1,59 +0,0 @@
-using UnityEngine;
-using System.Collections;
-using Windows.Kinect;
-
-public class DepthSourceManager : MonoBehaviour
-{   
-    private KinectSensor _Sensor;
-    private DepthFrameReader _Reader;
-    private ushort[] _Data;
-
-    public ushort[] GetData()
-    {
-        return _Data;
-    }
-
-    void Start () 
-    {
-        _Sensor = KinectSensor.GetDefault();
-        
-        if (_Sensor != null) 
-        {
-            _Reader = _Sensor.DepthFrameSource.OpenReader();
-            _Data = new ushort[_Sensor.DepthFrameSource.FrameDescription.LengthInPixels];
-        }
-    }
-    
-    void Update () 
-    {
-        if (_Reader != null)
-        {
-            var frame = _Reader.AcquireLatestFrame();
-            if (frame != null)
-            {
-                frame.CopyFrameDataToArray(_Data);
-                frame.Dispose();
-                frame = null;
-            }
-        }
-    }
-    
-    void OnApplicationQuit()
-    {
-        if (_Reader != null)
-        {
-            _Reader.Dispose();
-            _Reader = null;
-        }
-        
-        if (_Sensor != null)
-        {
-            if (_Sensor.IsOpen)
-            {
-                _Sensor.Close();
-            }
-            
-            _Sensor = null;
-        }
-    }
-}

+ 0 - 8
KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/DepthSourceManager.cs.meta

@@ -1,8 +0,0 @@
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-guid: 1cd019cdd7a54604b9ae8091d242d8a4
-MonoImporter:
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 

+ 0 - 252
KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/DepthSourceView.cs

@@ -1,252 +0,0 @@
-using UnityEngine;
-using System.Collections;
-using Windows.Kinect;
-
-public enum DepthViewMode
-{
-    SeparateSourceReaders,
-    MultiSourceReader,
-}
-
-public class DepthSourceView : MonoBehaviour
-{
-    public DepthViewMode ViewMode = DepthViewMode.SeparateSourceReaders;
-    
-    public GameObject ColorSourceManager;
-    public GameObject DepthSourceManager;
-    public GameObject MultiSourceManager;
-    
-    private KinectSensor _Sensor;
-    private CoordinateMapper _Mapper;
-    private Mesh _Mesh;
-    private Vector3[] _Vertices;
-    private Vector2[] _UV;
-    private int[] _Triangles;
-    
-    // Only works at 4 right now
-    private const int _DownsampleSize = 4;
-    private const double _DepthScale = 0.1f;
-    private const int _Speed = 50;
-    
-    private MultiSourceManager _MultiManager;
-    private ColorSourceManager _ColorManager;
-    private DepthSourceManager _DepthManager;
-
-    void Start()
-    {
-        _Sensor = KinectSensor.GetDefault();
-        if (_Sensor != null)
-        {
-            _Mapper = _Sensor.CoordinateMapper;
-            var frameDesc = _Sensor.DepthFrameSource.FrameDescription;
-
-            // Downsample to lower resolution
-            CreateMesh(frameDesc.Width / _DownsampleSize, frameDesc.Height / _DownsampleSize);
-
-            if (!_Sensor.IsOpen)
-            {
-                _Sensor.Open();
-            }
-        }
-    }
-
-    void CreateMesh(int width, int height)
-    {
-        _Mesh = new Mesh();
-        GetComponent<MeshFilter>().mesh = _Mesh;
-
-        _Vertices = new Vector3[width * height];
-        _UV = new Vector2[width * height];
-        _Triangles = new int[6 * ((width - 1) * (height - 1))];
-
-        int triangleIndex = 0;
-        for (int y = 0; y < height; y++)
-        {
-            for (int x = 0; x < width; x++)
-            {
-                int index = (y * width) + x;
-
-                _Vertices[index] = new Vector3(x, -y, 0);
-                _UV[index] = new Vector2(((float)x / (float)width), ((float)y / (float)height));
-
-                // Skip the last row/col
-                if (x != (width - 1) && y != (height - 1))
-                {
-                    int topLeft = index;
-                    int topRight = topLeft + 1;
-                    int bottomLeft = topLeft + width;
-                    int bottomRight = bottomLeft + 1;
-
-                    _Triangles[triangleIndex++] = topLeft;
-                    _Triangles[triangleIndex++] = topRight;
-                    _Triangles[triangleIndex++] = bottomLeft;
-                    _Triangles[triangleIndex++] = bottomLeft;
-                    _Triangles[triangleIndex++] = topRight;
-                    _Triangles[triangleIndex++] = bottomRight;
-                }
-            }
-        }
-
-        _Mesh.vertices = _Vertices;
-        _Mesh.uv = _UV;
-        _Mesh.triangles = _Triangles;
-        _Mesh.RecalculateNormals();
-    }
-    
-    void OnGUI()
-    {
-        GUI.BeginGroup(new Rect(0, 0, Screen.width, Screen.height));
-        GUI.TextField(new Rect(Screen.width - 250 , 10, 250, 20), "DepthMode: " + ViewMode.ToString());
-        GUI.EndGroup();
-    }
-
-    void Update()
-    {
-        if (_Sensor == null)
-        {
-            return;
-        }
-        
-        if (Input.GetButtonDown("Fire1"))
-        {
-            if(ViewMode == DepthViewMode.MultiSourceReader)
-            {
-                ViewMode = DepthViewMode.SeparateSourceReaders;
-            }
-            else
-            {
-                ViewMode = DepthViewMode.MultiSourceReader;
-            }
-        }
-        
-        float yVal = Input.GetAxis("Horizontal");
-        float xVal = -Input.GetAxis("Vertical");
-
-        transform.Rotate(
-            (xVal * Time.deltaTime * _Speed), 
-            (yVal * Time.deltaTime * _Speed), 
-            0, 
-            Space.Self);
-            
-        if (ViewMode == DepthViewMode.SeparateSourceReaders)
-        {
-            if (ColorSourceManager == null)
-            {
-                return;
-            }
-            
-            _ColorManager = ColorSourceManager.GetComponent<ColorSourceManager>();
-            if (_ColorManager == null)
-            {
-                return;
-            }
-            
-            if (DepthSourceManager == null)
-            {
-                return;
-            }
-            
-            _DepthManager = DepthSourceManager.GetComponent<DepthSourceManager>();
-            if (_DepthManager == null)
-            {
-                return;
-            }
-            
-            gameObject.renderer.material.mainTexture = _ColorManager.GetColorTexture();
-            RefreshData(_DepthManager.GetData(),
-                _ColorManager.ColorWidth,
-                _ColorManager.ColorHeight);
-        }
-        else
-        {
-            if (MultiSourceManager == null)
-            {
-                return;
-            }
-            
-            _MultiManager = MultiSourceManager.GetComponent<MultiSourceManager>();
-            if (_MultiManager == null)
-            {
-                return;
-            }
-            
-            gameObject.renderer.material.mainTexture = _MultiManager.GetColorTexture();
-            
-            RefreshData(_MultiManager.GetDepthData(),
-                        _MultiManager.ColorWidth,
-                        _MultiManager.ColorHeight);
-        }
-    }
-    
-    private void RefreshData(ushort[] depthData, int colorWidth, int colorHeight)
-    {
-        var frameDesc = _Sensor.DepthFrameSource.FrameDescription;
-        
-        ColorSpacePoint[] colorSpace = new ColorSpacePoint[depthData.Length];
-        _Mapper.MapDepthFrameToColorSpace(depthData, colorSpace);
-        
-        for (int y = 0; y < frameDesc.Height; y += _DownsampleSize)
-        {
-            for (int x = 0; x < frameDesc.Width; x += _DownsampleSize)
-            {
-                int indexX = x / _DownsampleSize;
-                int indexY = y / _DownsampleSize;
-                int smallIndex = (indexY * (frameDesc.Width / _DownsampleSize)) + indexX;
-                
-                double avg = GetAvg(depthData, x, y, frameDesc.Width, frameDesc.Height);
-                
-                avg = avg * _DepthScale;
-                
-                _Vertices[smallIndex].z = (float)avg;
-                
-                // Update UV mapping with CDRP
-                var colorSpacePoint = colorSpace[(y * frameDesc.Width) + x];
-                _UV[smallIndex] = new Vector2(colorSpacePoint.X / colorWidth, colorSpacePoint.Y / colorHeight);
-            }
-        }
-        
-        _Mesh.vertices = _Vertices;
-        _Mesh.uv = _UV;
-        _Mesh.triangles = _Triangles;
-        _Mesh.RecalculateNormals();
-    }
-    
-    private double GetAvg(ushort[] depthData, int x, int y, int width, int height)
-    {
-        double sum = 0.0;
-        
-        for (int y1 = y; y1 < y + 4; y1++)
-        {
-            for (int x1 = x; x1 < x + 4; x1++)
-            {
-                int fullIndex = (y1 * width) + x1;
-                
-                if (depthData[fullIndex] == 0)
-                    sum += 4500;
-                else
-                    sum += depthData[fullIndex];
-                
-            }
-        }
-
-        return sum / 16;
-    }
-
-    void OnApplicationQuit()
-    {
-        if (_Mapper != null)
-        {
-            _Mapper = null;
-        }
-        
-        if (_Sensor != null)
-        {
-            if (_Sensor.IsOpen)
-            {
-                _Sensor.Close();
-            }
-
-            _Sensor = null;
-        }
-    }
-}

+ 0 - 8
KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/DepthSourceView.cs.meta

@@ -1,8 +0,0 @@
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+ 0 - 11
KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/DisableOnStart.cs

@@ -1,11 +0,0 @@
-using UnityEngine;
-using System.Collections;
-
-public class DisableOnStart : MonoBehaviour {
-
-    // Use this for initialization
-    void Start () 
-    {
-        gameObject.SetActive (false);
-    }
-}

+ 0 - 8
KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/DisableOnStart.cs.meta

@@ -1,8 +0,0 @@
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+ 0 - 85
KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/InfraredSourceManager.cs

@@ -1,85 +0,0 @@
-using UnityEngine;
-using System.Collections;
-using Windows.Kinect;
-
-public class InfraredSourceManager : MonoBehaviour 
-{
-    private KinectSensor _Sensor;
-    private InfraredFrameReader _Reader;
-    private ushort[] _Data;
-    private byte[] _RawData;
-    
-    // I'm not sure this makes sense for the Kinect APIs
-    // Instead, this logic should be in the VIEW
-    private Texture2D _Texture;
-
-    public Texture2D GetInfraredTexture()
-    {
-        return _Texture;
-    }
-    
-    void Start()
-    {
-        _Sensor = KinectSensor.GetDefault();
-        if (_Sensor != null) 
-        {
-            _Reader = _Sensor.InfraredFrameSource.OpenReader();
-            var frameDesc = _Sensor.InfraredFrameSource.FrameDescription;
-            _Data = new ushort[frameDesc.LengthInPixels];
-            _RawData = new byte[frameDesc.LengthInPixels * 4];
-            _Texture = new Texture2D(frameDesc.Width, frameDesc.Height, TextureFormat.BGRA32, false);
-            
-            if (!_Sensor.IsOpen)
-            {
-                _Sensor.Open();
-            }
-        }
-    }
-
-    void Update () 
-    {
-        if (_Reader != null) 
-        {
-            var frame = _Reader.AcquireLatestFrame();
-            if (frame != null)
-            {
-                frame.CopyFrameDataToArray(_Data);
-                
-                int index = 0;
-                foreach(var ir in _Data)
-                {
-                    byte intensity = (byte)(ir >> 8);
-                    _RawData[index++] = intensity;
-                    _RawData[index++] = intensity;
-                    _RawData[index++] = intensity;
-                    _RawData[index++] = 255; // Alpha
-                }
-                
-                _Texture.LoadRawTextureData(_RawData);
-                _Texture.Apply();
-                
-                frame.Dispose();
-                frame = null;
-            }
-        }
-    }
-    
-    void OnApplicationQuit()
-    {
-        if (_Reader != null) 
-        {
-            _Reader.Dispose();
-            _Reader = null;
-        }
-        
-        if (_Sensor != null) 
-        {
-            if (_Sensor.IsOpen)
-            {
-                _Sensor.Close();
-            }
-            
-            _Sensor = null;
-        }
-    }
-}

+ 0 - 8
KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/InfraredSourceManager.cs.meta

@@ -1,8 +0,0 @@
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+ 0 - 29
KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/InfraredSourceView.cs

@@ -1,29 +0,0 @@
-using UnityEngine;
-using System.Collections;
-
-public class InfraredSourceView : MonoBehaviour 
-{
-    public GameObject InfraredSourceManager;
-    private InfraredSourceManager _InfraredManager;
-    
-    void Start () 
-    {
-        gameObject.renderer.material.SetTextureScale("_MainTex", new Vector2(-1, 1));
-    }
-    
-    void Update()
-    {
-        if (InfraredSourceManager == null)
-        {
-            return;
-        }
-        
-        _InfraredManager = InfraredSourceManager.GetComponent<InfraredSourceManager>();
-        if (_InfraredManager == null)
-        {
-            return;
-        }
-    
-        gameObject.renderer.material.mainTexture = _InfraredManager.GetInfraredTexture();
-    }
-}

+ 0 - 8
KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/InfraredSourceView.cs.meta

@@ -1,8 +0,0 @@
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+ 0 - 100
KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/MultiSourceManager.cs

@@ -1,100 +0,0 @@
-using UnityEngine;
-using System.Collections;
-using Windows.Kinect;
-
-public class MultiSourceManager : MonoBehaviour {
-    public int ColorWidth { get; private set; }
-    public int ColorHeight { get; private set; }
-    
-    private KinectSensor _Sensor;
-    private MultiSourceFrameReader _Reader;
-    private Texture2D _ColorTexture;
-    private ushort[] _DepthData;
-    private byte[] _ColorData;
-
-    public Texture2D GetColorTexture()
-    {
-        return _ColorTexture;
-    }
-    
-    public ushort[] GetDepthData()
-    {
-        return _DepthData;
-    }
-
-    void Start () 
-    {
-        _Sensor = KinectSensor.GetDefault();
-        
-        if (_Sensor != null) 
-        {
-            _Reader = _Sensor.OpenMultiSourceFrameReader(FrameSourceTypes.Color | FrameSourceTypes.Depth);
-            
-            var colorFrameDesc = _Sensor.ColorFrameSource.CreateFrameDescription(ColorImageFormat.Rgba);
-            ColorWidth = colorFrameDesc.Width;
-            ColorHeight = colorFrameDesc.Height;
-            
-            _ColorTexture = new Texture2D(colorFrameDesc.Width, colorFrameDesc.Height, TextureFormat.RGBA32, false);
-            _ColorData = new byte[colorFrameDesc.BytesPerPixel * colorFrameDesc.LengthInPixels];
-            
-            var depthFrameDesc = _Sensor.DepthFrameSource.FrameDescription;
-            _DepthData = new ushort[depthFrameDesc.LengthInPixels];
-            
-            if (!_Sensor.IsOpen)
-            {
-                _Sensor.Open();
-            }
-        }
-    }
-    
-    void Update () 
-    {
-        if (_Reader != null) 
-        {
-            var frame = _Reader.AcquireLatestFrame();
-            if (frame != null)
-            {
-                var colorFrame = frame.ColorFrameReference.AcquireFrame();
-                if (colorFrame != null)
-                {
-                    var depthFrame = frame.DepthFrameReference.AcquireFrame();
-                    if (depthFrame != null)
-                    {
-                        colorFrame.CopyConvertedFrameDataToArray(_ColorData, ColorImageFormat.Rgba);
-                        _ColorTexture.LoadRawTextureData(_ColorData);
-                        _ColorTexture.Apply();
-                        
-                        depthFrame.CopyFrameDataToArray(_DepthData);
-                        
-                        depthFrame.Dispose();
-                        depthFrame = null;
-                    }
-                
-                    colorFrame.Dispose();
-                    colorFrame = null;
-                }
-                
-                frame = null;
-            }
-        }
-    }
-    
-    void OnApplicationQuit()
-    {
-        if (_Reader != null)
-        {
-            _Reader.Dispose();
-            _Reader = null;
-        }
-        
-        if (_Sensor != null)
-        {
-            if (_Sensor.IsOpen)
-            {
-                _Sensor.Close();
-            }
-            
-            _Sensor = null;
-        }
-    }
-}

+ 0 - 8
KinectForWindows_UnityPro_2.0.1410/KinectView/Scripts/MultiSourceManager.cs.meta

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KinectForWindows_UnityPro_2.0.1410/ReadMe.txt

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-1) Expand the .Zip file, and move Kinect.2.0.1410.19000.UnityPackageto a well known <location>
-2) Open UnityPro (you need to have a Pro edition to pull in custom packages and plugins)
-3) Create a new project
-4) Click on the menu item Assets->Import Package->Custom Package...
-5) Navigate to the <location> from step 1
-6) Select the Kinect.2.0.1410.19000.UnityPackage
-7) Click "Open"
-8) Click "Import" in the lower right hand corner of the "Importing Package" Dialog (which Unity will launch after step 7)
-9) If you wish to see the Kinect in action there are two sample scenes available from the zip.
-10) If you wish to use VisualGestureBuilder within Unity, repeat steps 1 through 8 with Kinect.VisualGestureBuilder.2.0.1410.19000.unitypackage
-11) If you wish to use the Face functionality within Unity, repeat steps 1 through 8 with Kinect.Face.2.0.1410.19000.unitypackage
-