Enables a broad range of applications, from interactive installations and games to health and sports monitoring, VR experiences, and more
Provides a high-level API with a variety of pretrained models for rapid deployment of AI features like face and emotion recognition, and object detection.
Provides access to OAK device streams including RGB, mono images, depth, and IMU data, enhancing the sensory input for Unity developers
Easy installation from the GitHub repository with Unity project example, and coming soon on the Unity Asset Store.
This repository contains Unity project with examples, inside the folder OAKForUnity/URP
Notice that plugin core is non-dependent of render pipeline, but some examples like point cloud VFX requires Visual Effect Graph.
Easy way to start is explore the examples inside this project. Just need Unity and OAK device.
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Clone the repository to location on your local machine
git clone https://github.com/luxonis/depthai-unity.git
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Install Unity (recommend latest 2021.3.x LTS)
- If you're using Windows 10/11 you don't need to install anything special to have OAK device up and running.
- libusb1 development package (MacOS & Linux only)
brew install libusb
- OpenCV 4.5
brew install opencv@4
(see below how to compile the C++ library)
- libusb1 development package (MacOS & Linux only)
sudo apt install libusb-1.0-0-dev cmake git-all
- OpenCV 4.5
sudo apt install libopencv-dev
sudo dnf install libusb1-devel opencv-devel cmake gcc gcc-c++ git
if you get any message related to udev rules try:
echo 'SUBSYSTEM=="usb", ATTRS{idVendor}=="03e7", MODE="0666"' | sudo tee /etc/udev/rules.d/80-movidius.rules
sudo udevadm control --reload-rules && sudo udevadm trigger
Steps:
- Open Unity project under folder
OAKForUnity/URP
- Click on menu option "OAK For Unity" -> "Example scenes"
- Hit play
Important: Connect OAK device using USB3 cable for optimal experience
Unity project OAKForUnity/URP
includes following examples. Each example has its own unity scene and C# script showing how to use the results from the pipeline and has its own C++ pipeline.
Unity scenes could be found under folder Plugins/OAKForUnity/Example scenes/
and C++ pipelines under folder src/
Main menu to explore all the examples
Go to menu on top: "OAK For Unity"->"Example scenes" and hit play
Access to device camera streams, including stereo, depth and disparity
Point cloud generation from depth
Face detector model running on OAK
Face detector model running on OAK
Object detection using tiny yolo model
Head pose estimation
Color camera preview using depthai-python example.
Hand tracking using excellent python repo from geaxgx
Requirements to run this example:
git clone https://github.com/luxonis/depthai-unity.git
git submodule update --init --recursive
cd unity_bridge
python -m pip install -r requirements.txt
python .\depthai_hand_tracking_unity_bridge.py --use_world_landmarks --gesture
Using right hand gesture "FIST" + hand rotation controls scene sun rotation.
For more information take a look at Unity Bridge
Unity standard plugin mechanism (usual in other platforms) is based on dynamic library interface between C# and C++ (depthai-core library) in this case.
We provide some prebuild libraries with the unity project, but also full source code could be found under src/
folder to build library your own.
In case you want to extend the unity project or your own project with your own pipelines, you need to develop C++ depthai pipeline, C# interface and compile dynamic library.
Under folder src
you could find the C++ pipelines implementation for plugin examples, that could be good starting point to develop your own pipeline.
Before C++ implementation, there is option to develop in python and use unity bridge to experiment inside unity.
To build the plugin library follow steps below:
git submodule update --init --recursive
cmake -S. -Bbuild -D'BUILD_SHARED_LIBS=ON'
cmake --build build --config Release --parallel 12
mkdir OAKForUnity/URP/Assets/Plugins/OAKForUnity/NativePlugin/Windows
cp build/Release/depthai-unity.dll OAKForUnity/URP/Assets/Plugins/OAKForUnity/NativePlugin/Windows
cp build/depthai-core/Release/depthai-*.dll OAKForUnity/URP/Assets/Plugins/OAKForUnity/NativePlugin/Windows
git submodule update --init --recursive
cmake -S. -Bbuild -D'BUILD_SHARED_LIBS=ON'
cmake --build build --config Release --parallel 8
mkdir OAKForUnity/URP/Assets/Plugins/OAKForUnity/NativePlugin/macOS
cp build/libdepthai-unity.dylib OAKForUnity/URP/Assets/Plugins/OAKForUnity/NativePlugin/macOS
cp build/depthai-core/libdepthai-* OAKForUnity/URP/Assets/Plugins/OAKForUnity/NativePlugin/macOS
git submodule update --init --recursive
cmake -S. -Bbuild -D'BUILD_SHARED_LIBS=ON'
cmake --build build --config Release --parallel 4
mkdir -p OAKForUnity/URP/Assets/Plugins/OAKForUnity/NativePlugin/Linux
cp build/libdepthai-unity.so OAKForUnity/URP/Assets/Plugins/OAKForUnity/NativePlugin/Linux
cp build/depthai-core/libdepthai-* OAKForUnity/URP/Assets/Plugins/OAKForUnity/NativePlugin/Linux
We provide a small framework, taking care of unity life-cycle, so it's easy to extend the interface with your specifc use cases and custom models.
Unity project includes main menu to navigate throught the examples. In case you want to integrate the core of the plugin with your own project, it's easy to export the core framework as .unitypackage.
We're currently working to provide the plugin through Scopely and Unity AssetStore so would be much easier to add the plugin to your project.
Since we released the initial version of the plugin, we got many feedback about the pain points to develop and extend the plugin. One main recurrent feedback is the need to develop the pipeline in C++ making slow the developing cycle. We know by self-experience.
DepthAI library comes also in Python flavour, so many community projects are available only on Python. Also developing with python is much more convenient, even to develop only a prototype, as there is no need to compile and reload dynamic libraries.
In the future we want to explore also the creation of C# wrapper around depthai-core C++ library.
Unity Bridge is simple TCP socket bridge between Unity C# (using Netly) and Python, enabling reliable client/server approach:
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Reliable client/server approach based on TCP socket, similar to other unity python integrations like ROS-TCP connector
-
Allows faster dev interations without C++ implementation and compilation
-
Allows to integrate very easly community projects only available on Python
-
Allows to develop prototype and after validation, develop the pipeline in C++ if you prefer to pack in dynamic library
-
Allows to deploy application on other client platforms (lightweight, not supported like VR, mobile, ...) thanks to the client-server architecture - for example, external VR apps
Unity app would act as client, DepthAI python app would act as server.
Remember to start the server before playing the unity scene
In this initial version, client is expecting to request image and results to the server.
On Unity side, we decided to rely on Netly framework as it's production ready and bullet-proof on many projects during time.
It's integrated on the same framework that request results from dynamic library, so it's very similar to integrate and even allow compatibility between the standard C++ and python modes in the future.
Requirements are very similar to run any depthai python application.
For python we recommend to use conda environment:
conda create -n depthai-unity-env python==3.10 -y
conda activate depthai-unity-env
cd unity_bridge
python -m pip install -r requirements.txt
Usually DepthAI application runs on main loop (while) where oak camera pipeline is running and returning results from AI models.
We used the color camera preview example from the python repository to illustrate the process and you can find under unity_bridge/test_unity_bridge.py
- Initialize unity bridge
- Prepare data serialization
- Send data back to Unity
We prepared dynamic serialization to make more easy send data back to unity from python.
python test_unity_bridge.py
Start python server with OAK color camera preview, waiting for client to connect.
Inside the unity project, you will find new folders under Example Scenes
and Scripts
called UnityBridge
Open scene called Test
and hit play. You should see oak color camera preview and some placeholder results from python.
Important: start server first before starting client
Important: remember OAK devices can only run one pipeline at time, so it's not possible to run C++ examples if python server app is running at same time, so remember stop server app, in case you want to run other apps
start server:
python .\depthai_hand_tracking_unity_bridge.py --use_world_landmarks --gesture
unity client scene: HandTracking.unity under folder Example Scenes/UnityBridge
- 2024/1/30: Complete examples with python unity bridge and hand tracking example
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If you're using OAK-1 (don't have stereo depth support) you need to disable depth on the examples, to prevent crash. UseDepth = false; config.confidenceThreshold = 0;
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If you just use the precompiled depthai-unity library inside Unity, be sure you're using latest version.
Help build the roadmap checking out our Roadmap discussion and feel free to explain about your use case.
First of all, Special thanks to @sliwowitz and @onuralpszr for their contribution and patience with Linux support !
Are you building spatial app using OAK For Unity? Please DM and will be a pleasure to add a reference here
- jbb-kryo is building Unity app with some support for HoloLens2 and MKRT. Take a look here: https://github.com/kryotech-ltd/depthai-unity/tree/mkrt-hl2-update
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Point cloud VFX examples are based on great work by Keijiro Takahashi
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Unity bridge uses Netly for TCP socket communication.
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Depthai hand tracking python project by Geaxgx
Everyone is more than welcome to contribute on this repository.
Contribution guide:
- fork the repository
- create new feature/bug branch
- make, commit and push your changes
- open pull request (PR) for development branch
After Your Pull Request is submitted, the project maintainers will review your PR. They might request some changes. Keep an eye on your GitHub notifications and be responsive to feedback. Once the PR is approved and passes all checks, a maintainer will merge it into the development branch.
Platform | Unity | Render Pipeline |
---|---|---|
Windows | 2021.2.7f1 | ALL |
MacOS | 2021.2.7f1 | ALL |
Linux | 2021.3.22f1 | ALL (tested URP) |
OAK For Unity is licensed under MIT License. See LICENSE for the full license text.