This wiki is intended for older versions of Motive. For the latest documentation, please refer to
docs.optitrack.com

OptiTrack Unity Plugin

Main pageOptiTrack Unity Plugin

Streaming tracking data into Unity

Plugin Overview

The OptiTrack Unity3D Plugin allows you to stream real-time rigid body, skeleton, and HMD tracking data from Motive into Unity. Using the streamed data, objects and characters in the scene can be animated. The plugin contents are distributed in the unitypackage format and you can simply load this file into Unity projects to import its contents. Once imported, included C# scripts can be attached to Unity objects for instantiating a client for receiving the tracking data. This article focuses on how to set up and use the plugin.

Versions Requirements

  • Unity Version: 2017.2 / 2017.1 / 5.4 or above.
  • Oculus SDK should be compatible with Unity version.


Motive Setup (Server)


Streaming Setup

Data Streaming settings in Motive.

In Motive, the tracking data can be streamed in real-time either from a live capture (Live Mode) or recorded capture (Edit Mode). The streaming settings are configured in the Data Streaming pane, and in this pane, the Broadcast Frame Data must be enabled to start streaming the data to a local network interface designated by the IP address in the Local Interface section.

For the best performance, disable streaming of unnecessary data types is recommended. This will reduce the size of data packets and simplify the parsing process on the client side. Please make sure the appropriate data types are enabled, in Motive, for streaming:

Streaming in Motive

Open the Data Streaming pane in Motive and configure the settings below:

  • Enable Broadcast Frame Data setting at the top
  • From Local Interface drop-down menu, select a network address that you wish to stream the data over to.
  • Select desired data types to stream under streaming options. Streaming of rigid body is required. Streaming of skeleton is optional for skeleton tracking. For tracking HMDs, disabling the Marker streaming is adviced.
  • Set the Skeleton Coordinates to Local.
  • When streaming skeletons, set the appropriate bone naming convention for the client application. (If the character uses the FBX naming convention, this will need to be set to FBX.)
  • For streaming over a wifi network, setting the Transmission Type to Unicast is strongly adviced.

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Additional Tips

  • In order to stream data from Edit mode, a capture recording must be playing back in Motive.
  • For best results, it is advised to run Motive and Unreal Engine separately on different computers, so that they are not competing for processing resources.
  • When streaming the data over a wifi network, Unicast transmission must be used.

Unity Setup (Client)


Unity plugin files.

Import Plugin Package

While in the Unity project, double-click on the plugin unitypackage file and import the plugin assets into the project. When the package has been successfully imported, the following contents will be available within the project:

Plugin Contents
Folder Content Description
Assets/OptiTrack All of the Unity plugin contents are included in this folder.
Assets/OptiTrack/Scripts This is the folder that you will mainly use. It contains plugin C# script components that can be imported into Unity objects for receiving streamed data.
Assets/OptiTrack/Editor This folder contains editor scripts and contents for visualization of the rigid body markers.
Assets/OptiTrack/Plugins This folder contains the plugin libraries and header files.
Assets/OptiTrack/Prefabs This folder contains prefabs of sample client object, skeleton object, and HMD object.
Assets/OptiTrack/Scenes This folder contains sample Unity scene that includes pre-configured client, rigid body, skeleton, and HMD objects.

Setting Up the Client Object

In order to receive tracking data from a server application (e.g. Motive), you need to create a client object. A client object can be any object within a scene in Unity, and it can be assigned by attaching OptitrackStreamingClient.cs script. This script receives the tracking data from the connected server application (e.g. Motive) and makes the data available within the scene. You can either attach the client script onto an existing object or an empty object. Also, you can just import the sample from the Assets/Optitrack/Prefabs folder.

  • [Motive] In the Data Streaming pane, configure the desired connection settings and check the Broadcast Frame Data box.
  • [Unity] Under the Prefabs folder, import the client prefab object into the scene, or you can just attach OptitrackStreamingClient.cs script onto an existing object.
  • [Unity] In the Client object, configure the connection settings from the OptiTrack Streaming Client script so that the values (Connection Type, Local Address, Server Address, Server Command Port, Server Data Port) match the parameters under the Data Streaming pane in Motive.
  • Local Address: Local IP Address of the PC that the client application is running on.
  • Server Address: IP address of the PC that the server application is running on.
  • [Unity] Set the Bone Naming Convention type so that it matches the convention set in Motive.
  • [Unity] If you wish to receive tracking data from more than one server instances, you may create multiple objects with the client script attached.


Client object in Unity and the corresponding Motive data streaming network settings.

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Position Data in Unity

Position component of the streamed data will be received as reference positions in Unity. In other words, the streamed position will reflect the object's relative displacement from its root object or the global origin if the object is placed at the root level of the hierarchy in Unity. For this reason, although it is not strictly necessary, you may find it helpful to organize your tracked objects as children of a common game object (e.g. the Client object) that can then be re-positioned in the Unity scene to effectively determine the location of the tracking volume origin. And doing so will make it easier to adjust the global origin of Motive within a scene in Unity.
[Unity Hierarchy Pane] Components set to children of the root Client object.

Animating Rigid Body

  1. [Unity] On an object that you wish to animate, attach the OpitrackRigidBody.cs script.
  2. [Unity] In the Streaming Client entry, link the Client object which the OptitrackStreamingClient.cs is attached to. By default, it searches for an existing client instance, however, this must be specified when there are more than one streaming client objects in the scene.
  3. [Unity] For the Rigid Body ID entry, input the streaming ID of corresponding rigid body asset in Motive. The streaming ID can be found, and changed, under the rigid body properties.
  4. [Motive] Make sure Motive is tracking and streaming the data.
  5. [Unity] Play the scene. The linked object will be animated according to the associated rigid body movement in Motive.
OptiTrack Rigid Body configuration along with the rigid body properties in Motive. Configured Streaming ID must match the Rigid Body ID designated from the client side.

Animating Skeleton

By integrating with Unity's animation system, Mecanim, the Unity3D plugin allows Motive to stream full body skeleton data. The skeleton tracking data from Motive is streamed out as hierarchical bone segment orientations, and this data is fed into the Unity's Mecanim system which allows animating characters with different proportions.

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Note: At the time of writing, Mecanim does not support explicit goals for inverse kinematics end-effectors when using real-time retargeting. In addition, you may observe a difference in the overall scale of the position data between the retargeted skeletal animations and streamed rigid bodies. These two limitations may lead to inconsistencies with actors interacting with rigid body props, and will hopefully be addressed in a future version of the integration.

Steps

  1. [Unity] On Unity characters, attach OptitrackSkeletonAnimator.cs script as one of its components.
  2. [Unity] For the Streaming Client entry, link the object which the client script is attached to. By default, it searches for an existing client instance, but this must be specified when there are more than one streaming client objects.
  3. [Unity] Enter Skeleton Asset Name which is Assigned in Motive
  4. [Unity] For the Destination Avatar entry, link to the character that the script is loaded to.
  5. [Motive] From the Data Streaming pane, make sure Motive is streaming.
  6. [Unity] Play the scene. When everything is set up properly, the linked avatar in Unity will be animated according to the streamed skeleton in Motive. The position of the actor will be in its reference position as explained above.
Optitrack Skeleton Animator script configuration from a character in Unity.

Streaming Marker Positions

  1. [Unity] On the OptiTrack Streaming instance, enable Draw Markers setting.
  2. [Motive] In the Data Streaming pane, enable streaming of the markers. Here, you can choose to stream labeled markers, unlabeled markers, or both.
  3. [Unity] Make sure the streaming setting is set up correctly, and play the scene.
  4. [Unity] Each marker will be drawn as sphere objects in the scene, as shown in the screenshot below.
Skeleton labeled markers drawn in Unity scene.

Integrating HMD in Unity


The plugin also features HMD tracking integration for virtual reality experiences. For general instructions on developing VR application in Unity, refer to the Unity documentation: Unity Virtual Reality tutorial.

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Oculus DK2, CV1, and Gear VR HMD models are supported

Oculus DK2, CV1

  1. [Motive] First of all, follow the HMD Tracking Setup section and prepare HMD rigid bodies in Motive.
  2. Make sure the HMD software is running.
  3. [Unity] In the Unity project, check the Virtual Reality Supported box from the player settings (Edit → Project Settings → Player), as shown in the image below.
  4. [Unity] From the Prefabs folder (OptiTrack/Prefabs) of the imported plugin package, import the HMD prefab (HMD - OptiTrack) object into the scene.
  5. [Unity] In the Streaming Client entry, specify the object which the streaming client is attached to. By default, it searches for an existing client instance, but this must be specified when there are more than one streaming client objects.
  6. [Unity] For the Rigid Body ID entry, enter the User Data ID value given for the HMD rigid body in Motive.
  7. [Unity] For the Rigid Body Orientation entry, enter the orientation of the rigid body coordinate axis that is defined in Motive.
  8. [Unity] Play the scene. When the HMD is properly connected, the scene will be visible from the HMD.
  • HMD object and its components in Unity
  • VR Supported setting in Unity.

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OVRManager

Having OVRManager enabled within the project may introduce an additional offset to the position of the HMD. If you are seeing positional offset in the HMD position, remove the OVRManager object.

Android: Gear VR

Gear VR devices can also be integrated and the tracking information can be streamed via wifi connections using a router with sufficient bandwidth. The required bandwidth will vary depending on many factors (e.g. router type, the number of tracked object, etc.). For more specific information on this setup, contact us. The following settings must be configured in addition to the above HMD settings for developing Gear VR experiences using the plugin. For more information on developing Gear VR applications in Unity, refer to Unity documentation.

Settings

1. [Unity] For developing Android applications in Unity, make sure the environment is set up for Android development: Getting Started with Android Development. Below are some of the important steps:

  • Download the Unity Android package under File → Build Settings... → Android.
  • Put your phone into the developer mode. For example, on Samsung Galaxy, go to Settings → About Phone and tap on the build number multiple times to reveal the developer options.
  • Install and enable the developer mode by turning on the Gear VR Service → Memory → Developer Mode.


2. [Unity] Include the OSIG file (oculus signature) in the Project/Assets/Plugins/Android/assets/ directory. See: Oculus Signature File Generator.

UnityPlugin OSIG.png

3. [Unity] Open the Player Settings (Edit → Project Settings → Player) and check the Virtual Reality Supported box under the XR Settings section. Then add the Oculus SDK under the list of Virtual Reality SDK as shown in the image below.

UnityPlugin VRSettings.png

4. [Unity] In Player Settings under the Other Settings section, there are a few other options that need to be set:

  • Configuration → Internet Access → Require
  • Identification → Package Name → com.[Company Name].[Product Name]. This just needs to be unique.
  • Identification → Minimum API Level → (API level 19).
  • UnityPlugin AndroidSettings1.png
  • UnityPlugin AndroidSettings2.png


5. [Motive] Under the Data Streaming pane, set the Network Type setting under the Advanced Settings to Unicast.

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Note: the plugin currently only supports the Unicast broadcasting for streaming onto Android.

Connecting via Wifi

1. [Motive] Set the streaming IP address to the IP address of the router.

2. [Android] Connect the smartphone to the router which the Motive is streaming to.

3. [Unity] Configure the Client object. This can be done using the Client - OptiTrack prefab included in the plugin.

  • Set the Connection Type to Unicast.
  • Set the Local Address to the IP address of the phone. The local address can usually be found under the phone's settings. The IP address for the Samsung Galaxy, for example, can be found under Settings → About Phone → Status → IP Address". For some phones, the address of 0.0.0.0 may work.
  • Set the Server Address to the router's IP address, or whatever the IP address that the host PC (server) is streaming data to. This address can also be found under the phone's settings when the smartphone is connected to the wifi router of the tracking server.
UnityPlugin ConnectWifi.png

4. [Unity] Configure the HMD object.

  • Drag the “HMD - OptiTrack” prefab into the scene.
  • Drag your Client object into the Streaming Client property.
  • Set the Rigid Body ID to the streaming ID of whatever rigid body you are using as the HMD in Motive.

5. [Unity] Connect a smartphone into the PC, build and run the project. Make sure network permission is given to the Unity application.

6. [Motive] Double check that Motive is streaming. If everything is set up properly, Motive will provide the tracking data to the phone.


HMD Tracking Setup


First of all, setup and optimize the motion capture volume as explained in the Getting Started guide or the Hardware Setup documentation. If you plan to install any obstacles (e.g. walls) within the capture volume, make sure they are non-reflective, and place and orient the cameras so that every corner is thoroughly captured by multiple cameras. For typical rigid body tracking, attach the rigid body markers as instructed in the Rigid Body Tracking page.

General Setup Steps

  1. Attach the markers on the HMD
  2. Create a rigid body asset
  3. Calibrate the Pivot Point of the rigid body
  4. Configure the rigid body settings in Motive

Marker Attachment

There are two different types of markers that can be used to track an object with OptiTrack systems: Passive markers and Active markers. Passive markers are retroreflective markers that reflect infrared light emitted from the IR LEDs on the camera. On the other hand, the active markers are LED markers that emit the IR light. Either type of markers can be used to track HMDs.

Use appropriate adhesives and marker posts to securely attach the markers to the HMD. For active markers, the active Tag must be attached also in order to synchronize and power the LEDs also. Oculus CV1 HMDs can use the active CV1 clip enclosure to easily place 8 active markers over the HMD. Depending on which marker you are using to track the HMD, the setup instructions will vary slightly.

Active Markers

Attachment & Placement

With the HMD bracket, simply attach the active marker bracket onto an CV1 HMD and use the active markers on it to define a rigid body.

When using the active markers, the markers are actively labeled individually from each of their own unique illumination patterns, and only the matching active markers get contributed to the rigid body solve. The biggest benefit from the individual labeling is that markers can be placed in perfectly symmetrical placements among multiple rigid body assets.

  • HMD markers with passive markers
  • Putting the HMD bracket on
  • When detaching the bracket from the HMD, first pull up the two latches behind the bracket and slowly pull it from the top.

Passive Markers

Attachment

HMD markers with passive markers

When attaching retroreflective markers, make sure markers are securely attached and readily captured by the cameras. For attaching the markers, we recommend using our 20 mm wide and 30 mm tall M4 threaded plastic marker bases with Acrylic adhesives, available at the webstore, to attach the markers onto the HMD.

Placement

A markered HMD will be defined as a rigid body in Motive. When placing markers, make sure the placement asymmetry is respected in the arrangement within the HMD. Also, the marker arrangements between multiple HMDs must be incongruent. For more details, read about marker placement from the Rigid Body Tracking page.

Create an HMD Rigid Body

Creating Active Clip HMD

Creating an HMD rigid body in the Builder pane.

This feature can be used only with HMDs that have the OptiTrack Active HMD clips mounted.

For using OptiTrack system for VR applications, it is important that the pivot point of HMD rigid body gets placed at the appropriate location, which is at the root of the nose in between the eyes. When using the HMD clips, you can utilize the HMD creation tools in the Builder pane to have Motive estimate this spot and place the pivot point accordingly. It utilizes known marker configurations on the clip to precisely positions the pivot point and sets the desired orientation.

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HMDs with passive markers can utilize the External Pivot Alignment tool to calibrate the pivot point.

Steps

  1. First of all, make sure Motive is configured for tracking active markers.
  2. Open the Builder pane under View tab and click Rigid Bodies.
  3. Under the Type drop-down menu, select HMD. This will bring up the options for defining an HMD rigid body.
  4. If the selected marker matches one of the Active clips, it will indicate which type of Active Clip is being used.
  5. Under the Orientation drop-down menu, select the desired orientation of the HMD. The orientation used for streaming to Unity is +Z forward and Unreal Engine is +X forward, or you can also specify the expected orientation axis on the client plugin side.
  6. Hold the HMD at the center of the tracking volume where all of the active markers are tracked well.
  7. Select the 8 active markers in the 3D viewport.
  8. Click Create. An HMD rigid body will be created from the selected markers and it will initiate the calibration process.
  9. During calibration, slowly rotate the HMD to collect data samples in different orientations.
  10. Once all necessary samples are collected, the calibrated HMD rigid body will be created.


Creating HMD from the markers

In Motive, select the markers that are attached to the HMD and create a rigid body (Hotkey: CTRL + T) as you would do for other rigid bodies. Once this is set up, use the External Pivot Alignment tool in the Builder pane (rigid body → Edit) to calibrate the pivot point of the created rigid body:

For using OptiTrack system for VR applications, it is important that the pivot point of HMD rigid body gets placed at the appropriate location, which is at the root of the nose in between the eyes. External Pivot Alignment tool utilizes both the OptiTrack mocap system and the HMD's own tracking system (Oculus Tracker / Vive Base Stations) for precisely calculating the location of the pivot point of an HMD. When using this feature, both systems must be tracking the HMD simultaneously.

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HMD Compatibility Notes:

  • For Motive versions 2.1 Final and later: Oculus and Vive HMDs are supported.
  • For older versions of Motive: Only Oculus HMDs are supported.
  • The corresponding native HMD tracker must be tracking the HMD along with the motion capture system simultaneously.
  • For CV1 active HMD clips, the rigid body definition will be provided separately.

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External Pivot Calibration Tips:

  • Do not move around the HMD during calibration. You will want to keep it at one position and slowly rotate the HMD so that it can calibration from different orientations. When rotating, please rotate it slowly.
  • Camera Exposure: Lower down the camera exposure setting to where the exposure is minimized but the HMD is still tracked well in Motive. This will help with preventing IR interference between the VR HMD's own tracking system and the motion capture system during the pivot calibration process. Set this to around 30us ~ 100us.
  • Frame rate: Lower down the system frame rate down to 30 FPS for better sampling.
  • Calibration Result: For best VR experience, please aim for the error result below ~1mm/marker.

Steps

  1. First of all, connect the HMD Tracker (Oculus Tracker / Vive Base Stations) and have its corresponding software running in the background.
  2. Launch Motive.
  3. [Motive] Create a rigid body asset from the markers on the HMD.
  4. [Motive] Open the Builder pane and access editing options for rigid bodies.
  5. [Motive] Select the HMD rigid body in Motive.
  6. [Motive → Builder pane] Under Detected Type, it should indicate the type of HMD you will be using.
  7. [Motive → Builder pane] Set the desired number of sample counts (Default: 750) and the desired orientation.
  8. [Motive → Builder pane] Press start to initiate the sampling process.
  9. [Motive → Builder pane] During calibration, make sure both the mocap system and the HMD tracker (Oculus Tracker / Vive Base Stations) is tracking the HMD.
  10. [Motive → Builder pane] Once it starts collecting the samples, point the HMD towards the tracker and slowly rotate it and sample different orientations.
  11. [Motive → Builder pane] When it finishes collecting samples, it will display the offset distance, in mm, between positions of the pivot point detected by the HMD tracking system and the motion capture system.
  12. [Motive → Builder pane] If the results are satisfying, press Apply to calibrate the HMD rigid body.


Rigid Body Properties

Once the rigid body is created, select the asset and open the Properties pane. The following settings need to be configured for HMD tracking.

Rigid body properties for the HMD asset.

Deflection

Deflection setting is the tolerable distance, in millimeters, that a rigid body marker may deviate from its expected position before it is unlabeled and unassociated with the rigid body. The deflection is set to 4 mm by default. For HMD tracking applications, we recommended lowering this value to 3 or 2. This will reduce the amount of computation required for labeling, and overall latency may be reduced.

Tracking Algorithm

The tracking algorithm setting determines which protocol to use for solving the rigid body in Motive.
Passive Markers
Use the ray-based tracking algorithm for HMDs with passive markers. This algorithm is recommended because it allows tracking to be less susceptible to marker occlusions and solves rigid bodies more robustly without introducing trajectory gaps. Using ray-based solving will increase processing load, but since it can stabilize the tracking a lot, this is more suitable for tracking the passive marker HMDs where even minor occlusions can acutely affect the experience.
Active Markers
Use the marker-based tracking algorithm for HMDs using active marker clips. Ray-based tracking is not supported for active markers since active markers themselves already provide stable tracking from active labeling using unique illumination patterns. Thus, marker-based tracking will provide robust tracking for HMDs with active markers.

Streaming ID

The User Data value for each rigid body is used as an identification number to reference the rigid body in external applications. Log this value for each rigid body (including the HMD(s)) in the scene. This number will be used to associate the assets in the client applications using the plugin devices.

Min Marker Count (Passive Markers only)

This setting may need to be modified when tracking HMDs with passive markers. To prevent the swapping of the rigid body definition, set this setting to 4. When tracking multiple HMDs, there could be limitations to a variety of unique marker arrangements that could be achieved. If this value is set to a lower value, a set of three markers on an HMD may be congruent to another set in a different HMD, and the rigid body definitions may be switched in Motive.

Recalibrating Pivot Point

After the rigid body definition have been created for the HMD, the position and orientation of the rigid body pivot point should get placed precisely on the root of the player's nose with the respective orientation axis pointing the forward direction. If needed, you can use the Builder pane edit tools to recalibrate the HMD pivot point positions.

  • The pivot point is placed on the bridge of the nose; specifically, right at the midpoint between two eyes.
  • Orientation axes of the rigid body should precisely align with the physical HMD component.
  • Uncalibrated HMD rigid body definition. The pivot point is not positioned nor oriented properly.
  • Calibrated HMD rigid body definition. x-axis forward for UE4 integration.

Manually Calibrating the HMD Pivot Point

In most cases, you will be utilizing the previously described calibration tool for precisely positioning and orienting the HMD rigid body. However, if, for some reason, you want to manually position the pivot point without using the HMD Calibration feature, follow the instruction on this page: Manually Calibrating the HMD Pivot Point.

  • Buidler pane HMD calibration tab.
  • HMD calibration results

Export the Rigid Body

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Tip: Once you have the rigid body asset for the HMD configured, you can export the asset into a TRA file for future uses. Importing the TRA file (e.g. CV1.tra) will load the rigid body (HMD) asset and make it available for use; however, the marker placement must remain unchanged in order to re-load previously created rigid bodies.

Live Streaming


Once you have connected the client object and configured the script components on the assets from the scene. Play the scene, and if the properties are correctly configured, the assets in the game scene will be animated according to the position and orientation of the rigid bodies and the HMD in Motive. When playing the scene, the HMD and the assigned actor objects will be placed in respect to their location in Motive’s coordinate system disregards to their position in the editor.

Wireless Multiplayer Setup


When setting up multiplayer games with wireless clients, it is more beneficial for each client to make direct connection to both the tracking-server (Motive) and the game-server, rather than rebroadcasting the streamed tracking data through the game-server. Then, any of the game related actions that interacts with the tracking data can be processed on the game-server, and this server can send out the corresponding updates to the wireless clients. This allows the wireless clients to only receive both the tracking data or updates without having to send back any information; in other words, minimizing the number of data transfers needed. If wireless clients are sending data there will be a minimum of two transfers on the wireless network, and each transfer of data through wireless network is at risk of latency or lost packets.

WirelessClientSetup.png