Humanoid Control

Getting Started

https://www.youtube.com/watch?v=7bqBL9bw5tc Setup There are two ways to include an humanoid into a scene: starting with an avatar and starting with the Humanoid Control script. Starting with an avatar In this case you start by putting an avatar prefab into the scene. This avatar needs to fulfil the requirements of a Mecanim avatar. A couple of...

Read more ...

Humanoid Control

Virtual Reality Headsets like HTC Vive, Gear VR and Oculus Rift are only supported when Virtual Reality Supported is selected in the Player Settings-Other Settings (Unity 5, 2012.1) or Player Settings-XR Settings (Unity 2012.2 and higher). If Virtual Reality Supported is deselected, a message will appear in the top of the script to remind you...

Read more ...

The Real World

An important part of the Humanoid Control component is called Real World. All objects inside this GameObject are representations of real-world objects. They can be made visible using the Show Real Objects setting of the Humanoid Control component. Tracker Objects One of the most important real world objects are the Tracker Objects. These are things...

Read more ...

Head Target

Controllers Depending on the selected Inputs in Humanoid Control, a number of Controllers are available for the Head Target. These can be individually enabled or disabled to suit your needs. For example you can disable head tracking using Kinect while still have body tracking on other parts of the body. First Person Camera When this...

Read more ...

Hand Target

Controllers See the list of supported devices to get information on the hand target of each device. Sub Targets Thumb and Finger Curl The current curl value of the thumb and/or fingers is found here. It is possible to control the curl value of a finger of thumb directly using the slider during play if...

Read more ...

Hips Target

Controllers See the list of supported devices to get information on the hand target of each device. Configuration Bones For Mecanim compatible avatars, the correct bones are detected automatically. For other avatars, the correct bone Transforms can be assigned manually using the Bone parameters. It is also possible to override the default bones from Mecanim...

Read more ...

Foot Target

Controllers See the list of supported devices to get information on the hand target of each device. Configuration Bones For Mecanim compatible avatars, the correct bones are detected automatically. For other avatars, the correct bone Transforms have to be assigned manually using the Bone parameters. It is also possible to override the default bones from...

Read more ...

Animations

Animations can be used when other trackers are not tracking or not available. They can be enabled using the Animator option in the Input section of the Humanoid Control script. By default, the animator uses a builtin procedural animation. This is overridden when setting the Runtime Animator Controller parameter which is standard Unity Animator Controller....

Read more ...

Pose

Humanoid can be put in certain poses, which can be shared between humanoids. Hand Poses and Facial Expressions are specific poses which use the same implementation. The Humanoid Pose can determine the pose of the whole humanoid. Use A humanoid can be set in a specific pose by selecting the pose in the Pose parameter...

Read more ...

Controller Input

https://www.youtube.com/watch?v=EH1SmE2leWU Setup The Controller Input script can be used to assign functions to various controller and keyboard input events. View Controller Type This selects which controller type is showed. This setting has no effect on the working of the Controller Input. It helps to determine how the actions are assigned to buttons or various supported...

Read more ...

Input

Humanoid Control provides an easy universal way to attach script functions to events and statuses. This is used for Controller Input, Head Input, Hand Input and Foot Input. Input Type The first thing to select is what type of input handling you want. Input provides the following options: GameObject This will enable you to call...

Read more ...

Interaction, EventSystem and UI

Unity provides an great event system which can be used to interact with a scene. This solution is particularly useful for UI interfaces. Humanoid Control provide extensive and flexible support for the event system using the Interaction module. The interaction module is supported for gazing/pointing and finger touching. This means that you can trigger events...

Read more ...

Networking

With Humanoid Control you can extend your project to a multiplayer environment in an east way. The following networking solutions are supported: Unity NetworkingPhoton PUN ClassicPhoton PUN 2 (v2.1+)Photon Bolt (v3+)Mirror Networking (v3+) Remote avatar For networked setup, you need to select an avatar to be used on remote clients. This avatar can be different...

Read more ...

PlayMaker

Humanoid Actions HumanoidMove Avatar walking movement Game Object The Humanoid GameObject to move. Move Vector The movement vector. Always local space and per second. HumanoidRotate Avatar rotation Game Object The HumanoidControl gameObject to rotate. Angle The rotation angle. Always over up(=Y) axis and per second. CharacterCollision Sends an Event when the avatar collides with the...

Read more ...

Physics

Humanoid Control and InstantVR Edge support advanced physics which enables full realistic interaction with the environment. This is enabled by selecting the Physics option in the Humanoid Control or InstantVR script. When this option is disabled, the avatar and his hands will not collide with the environment. Rationale The goal of the physics mode is...

Read more ...

Grabbing objects

It is possible to grab Rigidbodies and static objects. The exact behaviour depends on a number of things. When physics is enabled in the Humanoid Settings and on the Hand Target Settings, the hands will collide with objects. Grabbing then happens when the hand is touching an object and the hand is closed. When physics...

Read more ...