{"id":20373803,"url":"https://github.com/drumath2237/reactive-kinect-skeleton-extension","last_synced_at":"2026-05-07T21:43:53.548Z","repository":{"id":80639350,"uuid":"257366600","full_name":"drumath2237/Reactive-Kinect-Skeleton-Extension","owner":"drumath2237","description":"Kinect V2のデータ取得をリアクティブにコーディング可能にするユーティリティ","archived":false,"fork":false,"pushed_at":"2020-04-22T17:50:04.000Z","size":218,"stargazers_count":2,"open_issues_count":0,"forks_count":1,"subscribers_count":2,"default_branch":"master","last_synced_at":"2025-01-15T06:50:50.252Z","etag":null,"topics":["body-tracking","kinect-v2","unirx","unity"],"latest_commit_sha":null,"homepage":"https://github.com/drumath2237/Reactive-Kinect-Skeleton-Extension/releases/tag/v0.1","language":"C#","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":null,"status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/drumath2237.png","metadata":{"files":{"readme":"README.md","changelog":null,"contributing":null,"funding":null,"license":null,"code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null,"publiccode":null,"codemeta":null}},"created_at":"2020-04-20T18:14:37.000Z","updated_at":"2023-07-15T15:07:18.000Z","dependencies_parsed_at":"2023-03-06T19:45:34.732Z","dependency_job_id":null,"html_url":"https://github.com/drumath2237/Reactive-Kinect-Skeleton-Extension","commit_stats":null,"previous_names":[],"tags_count":1,"template":false,"template_full_name":null,"repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/drumath2237%2FReactive-Kinect-Skeleton-Extension","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/drumath2237%2FReactive-Kinect-Skeleton-Extension/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/drumath2237%2FReactive-Kinect-Skeleton-Extension/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/drumath2237%2FReactive-Kinect-Skeleton-Extension/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/drumath2237","download_url":"https://codeload.github.com/drumath2237/Reactive-Kinect-Skeleton-Extension/tar.gz/refs/heads/master","host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":241921824,"owners_count":20042763,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["body-tracking","kinect-v2","unirx","unity"],"created_at":"2024-11-15T01:20:15.630Z","updated_at":"2026-05-07T21:43:48.514Z","avatar_url":"https://github.com/drumath2237.png","language":"C#","funding_links":[],"categories":[],"sub_categories":[],"readme":"# Reactive Kinect Skeleton Extension\n\n**注意：このドキュメントはまだ未完成です。**\n\n## About\n\nKinect v2で取得した骨格データをリアクティブに通知するための簡単なユーティリティです。\n\nあとUnityで使いやすいようにKinect.Vector4みたいな値などをPose構造体に変換したりしてます。(そのせいで独自のデータ構造を作っています。)\n\n## Requirements\n\n- Kinect For Windows Unity Pro\n- UniRx\n\n## Tested Env\n\n- Unity 2019.3.1\n- [KinectForWindows_UnityPro 2.0.1410](https://developer.microsoft.com/ja-jp/windows/kinect/)\n- [UniRx 7.1.0](https://github.com/neuecc/UniRx/releases/tag/7.1.0)\n\n- Windows Home\n- Intel Core-i7 7700\n- GeForce GTX 1060\n\n## Install\n\n[Releaseページ](https://github.com/drumath2237/Reactive-Kinect-Skeleton-Extension/releases)のunitypackageをDLします。\n\n1. Unityを開く\n2. Kinect SDKパッケージを導入します。\n   1. zipに入ってる「KinectView」フォルダをPluginsに入れるのも忘れずに\n3. UniRxをいれる\n4. このパッケージを入れる\n\n## Usage\n\n空のGameObjectをシーンに追加し、'ReactiveKinectSkeletonSensor'コンポーネントをアタッチします。\nこのGameObjectからGetComponentすれば、ReactivePropertyとして全身の骨格データ(KinectSkeletonData)が取得でき、センサーデータに変更があれば登録されたObserverに通知されます。\n\n例えば下のような書き方ができます。(Skeletonデータをメンバ変数に格納するだけのプログラム)\n\n```csharp\nprivate KinectSkeletonData _skeletonData;\nprivate ReactiveKinectSkeletonSensor _sensor;\nprivate void Start()\n{\n    _sensor = GetComponent\u003cReactiveKinectSkeletonSensor\u003e();\n    _sensor.Skeleton.Subscribe(skeleton =\u003e\n    {\n        _skeletonData = skeleton;\n    }).AddTo(gameObject);\n}\n```\n\n## Contact\n\n何か問題があれば、作者の[Twitter(@ninisan_drumath)](https://twitter.com/ninisan_drumath)へご連絡いただくか、\nissueやPRをください。\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fdrumath2237%2Freactive-kinect-skeleton-extension","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fdrumath2237%2Freactive-kinect-skeleton-extension","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fdrumath2237%2Freactive-kinect-skeleton-extension/lists"}