MoA MotionCapture
MoA WebsiteSupport
  • Overview
  • Getting Started
    • Interface
    • Step By Step
      • 1. Tracker Settings
        • VIVE UT
          • WiFi Version
            • (1) Check user environment
            • (2) Register VIVE License
            • (3) VIVE HMD Setting
            • (3) VIVE UT settings
          • Bluetooth Version
      • 2. Wearing a strap
        • MoA AVATA
      • 3. MoA Settings
        • (1) Activate License on MoA
        • (2) Start on MoA
  • Feature
    • Device Management
      • Device
      • Glove
        • Stretchsense
    • Network Streaming
      • Streaming
        • Unity
        • UnrealEngine
        • Warudo
        • VMC Protocol
      • Server
    • Motion File Management
      • Play Motion
    • Actor Management
      • Create
      • Actor List
      • Bind Tracker
      • Actor Retarget
  • Bottom Panel
    • Timecode
    • Record Motion
    • Frame Rate
  • Toolbar
    • Menu
    • Tools
  • Server
    • Comming Soon.
Powered by GitBook
On this page
  1. Feature
  2. Network Streaming
  3. Streaming

Unity

How to send streaming data to Unity.

PreviousStreamingNextUnrealEngine

Last updated 11 days ago

  1. Prepare the Unity project to be used.

  2. Download the Unity Plugin from .

  3. Right-click on Assets in the Project window and select Custom Package.

  4. Select the downloaded packages and click Open.

  5. In the Import Unity Package window, click Import.

  6. Prepare a model with a Humanoid Avatar applied. e.g., Mixamo ()

  7. Place Moa Stream Client and Moa Avatar Stream from the MoA/Prefabs folder into the scene.

  8. Set the server's port to be the same as the port configured in MoA Streaming (default port: 3333).

  9. In MoA Avatar Stream, assign Moa Stream Client to the Moa Stream Client field, and assign the Humanoid character to the Target Animator field.

  10. If the data streaming from MoA is live data, set it to Live; if playing back recorded animation, switch it to Animation.

  11. Enter the Actor Name set in MoA.

  12. You can check the character's joints through Visualization. (This feature is Editor-only.)

  • Bone Visualization is visible only in the Scene view and can be seen only when Gizmos are enabled.

  1. Press the Play button.

  2. Check if the desired data is coming through.

  3. To check the created example, open the scene in the MoA/Sample folder.

  4. If the data is not reflected correctly, check the bone structure or the avatar setup of the Avatar. (Example of a proper avatar: Mixamo)

  • The position of the Hips assigned to the Avatar should not be the same as the root.

here
set up for Unity avatar