Up to this point, we have learned how to stream data from the Kinect device. We fully understand how to properly open the cameras and acquire color, depth, body, and IMU information.
In our very first approach, we used Unity’s Update() method to check for data. Even though this way is easy to illustrate and does not harm rapid prototyping, it is also quite problematic in real-world scenarios. Why? Because we are blocking Unity’s main thread as we wait for new frames. Let’s assume that you have selected the 30 FPS option in your Kinect settings. Calling the GetCapture() ...