Streaming Mocap Data into Unity
Last updated
Last updated
Unity is one of the most widely used 3D and 2D game engines in the world. Its strengths lie in real-time rendering and extensive development flexibility. Unity is used not only for game development but also across a variety of industries including virtual production, animation, simulation and interactive content and installations.
With MOVIN TRACIN and MOVIN Studio, you can stream motion capture data directly to Unity, allowing for seamless integration into real-time projects such as games, XR experiences, or live productions.
Use the download link provided by MOVIN to obtain the UnityPackage file for the streaming plugin.
Import the character you plan to use in Unity into MOVIN Studio.
Once imported, the system will automatically set up bone mapping between the character and MOVIN’s skeleton.
If specific joints don’t respond correctly to the mocap data, bone mapping may have failed.
To verify and fix this, go to the 'Character' tab in MOVIN Studio, and click 'Bone Mapping'. If a dropdown shows '-', that joint is unmapped. Manually assign the correct joint from the dropdown.
For more details, refer to the Import Custom Character & Retargeting page.
Add your character to your Unity project and make sure it’s correctly rigged and configured.
On the top-level GameObject (the root of your character), add the 'MocapReceiver.cs' script provided in the MOVIN plugin.
Locate the parent GameObject of the character’s hip joint.
Attach the 'Actor.cs' script to this GameObject.
Return to MOVIN Studio and initiate streaming using the appropriate toggle or streaming command.
Hit the 'Play' button in Unity to begin receiving and visualizing live motion capture data.