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m_Name: Full Body Tracking
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m_overrideMarkdownText: '# Full Body Tracking
NorthStar supports full-body
tracking using the [Meta Movement SDK](https://developers.meta.com/horizon/documentation/unity/move-overview/).
The SDK provides a solid foundation, and we have implemented additional logic
to meet the project''s needs.
![](./Images/FullBodyTracking/Fig1.png)
##
Meta Movement SDK Setup
To set up body tracking, follow these steps:
-
Right-click the player rig GameObject.
- Select the body tracking setup
option.
![](./Images/FullBodyTracking/Fig0.png)
This process configures
the RetargetingLayer component and the FullBodyDeformationConstraint, which work
effectively out of the box.
## Calibration
**Avatar Scaling**
After
the player calibrates their height in the menu, we scale the player avatar to
match. We adjust the player rig based on the initial height versus the player''s
height, accounting for any height offset.
#### Relevant Files
- [PlayerCalibration.cs](../Assets/NorthStar/Scripts/Player/PlayerCalibration.cs)
**Seated
vs Standing**
NorthStar supports both seated and standing play. We added
an offset to the player rig to ensure the player appears standing in the game,
even when seated. This offset is calculated from the difference between the player''s
calibrated standing and seated height, adjustable in the menu.
The full-body
tracking system does not support manual offsets, causing the player rig to crouch
regardless of skeleton adjustments. To address this, we use only upper body tracking
and manage leg placement ourselves.
**Custom Leg Solution**
![](./Images/FullBodyTracking/Fig2.png)
Initially,
we used the built-in full-body tracking leg solution from the Movement SDK, which
worked for standing play but not for seated play. We developed an alternative
leg-IK solution using Unity''s rigging package, providing similar functionality
for foot placement, stepping, and crouching.
#### Relevant Files
-
[BodyPositions.cs](../Assets/NorthStar/Scripts/Player/BodyPositions.cs)
##
Postprocessors
**Physics Hands Retargeting**
Using physically simulated
hands required a RetargetingProcessor to retarget the hands with IK. The CustomRetargetingProcessorCorrectHand
is a modified version of the original from Meta, supporting hand rotation and
position overrides.
#### Relevant Files
- [CustomRetargetingProcessorCorrectHand.cs](../Assets/NorthStar/Scripts/Player/CustomRetargetingProcessorCorrectHand.cs)
**Hands,
Elbow, and Twist Bone Correction**
After retargeting the hand and arm bones,
the elbow and twist bones may misalign. We introduced a processor to correct
their orientation, keeping the elbow locked to one axis relative to the shoulder
and distributing wrist rotation along the twist and wrist bones. This processor
also aligns the tracked finger bones with the player''s tracked hands.
####
Relevant Files
- [SyntheticHandRetargetingProcessor.cs](../Assets/NorthStar/Scripts/Player/SyntheticHandRetargetingProcessor.cs)
##
Tracking Failure
Full-body tracking can fail in several cases, such as
failing to initialize, especially during Oculus Link testing. When tracking failure
is detected, we switch off the full-body rig and revert to standard floating
ghost hands. We also attempt to restart body tracking when the headset wakes
from sleep or is put back on.
A persistent bug remains where the player''s
body is squished into the floor without any SDK-reported tracking failure. The
cause is currently unknown.
## Future Improvements
The full-body
tracking implementation has issues that need improvement, such as slight alignment
problems with the avatar''s head and feet floating off the ground in seated mode.
'
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