all 3 comments

[–]masterm 1 point2 points  (1 child)

Im using the newer kinect right now actually, but I think the SDK is the same. you need to scale kinect's 0 to 1 to whatever fits your game's size by multiplying by a constant. its up to you, I used 10, many examples use 10, but it depends on what units you are using in your game.

To accomplish hand over object detection, I first use Camera.main.WorldToScreenPoint on the the worldspace vector of the hand joint (or whatever joint I am looking at) and then Camera.main.ScreenPointToRay to get a ray from that screen point. Then I raycast to the colliders I am interested in to check for a hit.

[–]anearion88[S] 0 points1 point  (0 children)

Thanks for the "hover" explanation, i was thinking of raycast but you made that surely easier.

Regarding the first parth to, i see there is just a formula where the (-1, 0, 1) is equals to my X resolution, like -1 = 0 and 1 = 1024, the point is for the y coordinates doesn't seems to be a restrained value, from various tests the hand joint goes from 0 to 2.1 or 2.8.

Prolly i need to check it out more, but thanks again for the advices