Things I did today:
- Got Dana’s model to update with the user’s position! It turned out that all I had to do was drag the Dana prefab onto the “Engaged Users” section of the Zig Engage Single User Script, which is attached to the Zigfu subobject of the PoseModelCamera gameObject.
- Got gesture recognition to work! I had to change the gestureRecognitionThreshold in TranslationLayer because I had scaled up the models. Something to note: whenever you change the default value of a variable in code, make sure to change it in the Unity Inspector as well. If you don’t, the inspector value may (or may not) override the value you’ve specified, which is extremely frustrating to debug.
- Changed the gestureHoldLength in TranslationLayer so that the poses don’t go so quickly. It might also make sense to have the physical therapist be able to set this for each posture in the future.
- Moved the GUIText objects around on the screen so they are in the correct locations. This involved changing their X and Y values in the inspector. The screen goes from (0, 0) in the bottom left corner to (1, 1) in the top right.
- Updated score to reflect the poses that the user has completed correctly. These increases in score will eventually be flowers in the garden.
- Added a textTimer in TranslationLayer that counts down in TickEvent(). This handles text that should only stay on the screen for a certain amount of time, such as “File loaded successfully” of “Successful gesture.”
- Basically made everything work except for flowers. That’ll be next.