This section describes the basic steps to set up different Vicon software for motion capture. For more detailed guidance, see the full documentation for each software, linked in each section.


Supported headsets

These HMDs have been tested for use with the Vicon Unity plugin:

  • Oculus Rift / Rift S
  • HP Reverb
  • HTC Vive / Vive Pro*

* Due to the requirements of the HTC headsets, they must also be visible by an HTC Vive Base Station.

Preparing Shogun

Use Vicon Shogun to stream full-body motion, props, and head-mounted display (HMD) information to Unity.

Follow these basic steps to prepare Shogun. For more detailed information on these steps, see Getting Started with Vicon Shogun in the latest version of the Shogun documentation.

  • Prepare the system.
  • Calibrate cameras.
  • Set up markers on performers/props.
  • Create objects in Shogun.
    • For full-body capture:
      • In the Tracking panel, in the Subject field, enter a name for the subject and select Create.
      • Capture an A-pose and range of motion (ROM) to calibrate the subject.
      • If desired, this is when you can use Shogun Post to set up retargeting to a different solve skeleton.
        For more information about retargeting with Shogun, see Retarget with Shogun Post in the latest version of the Shogun documentation.
    • For prop tracking:
      • In the Tracking panel, in the Prop field, enter a name for the prop and select Create.
    • For head-mounted displays (HMDs):
      • Create a prop from the reconstructions (Subject Calibration panel).
        • Ensure that the prop's coordinate system is Y-up, Z-back. This is to match the SteamVR HMD orientation.
        • In the view pane, set the origin of the prop to the central point of rotation of the HMD.


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Preparing Evoke

Use Vicon Evoke to stream full-body motion, props, and head-mounted display (HMD) information to Unity.

Follow these basic steps to prepare Evoke. For more detailed information on these steps, see Getting Started with Vicon Evoke in the latest version of the Evoke documentation.

  • Prepare the system.
  • Calibrate cameras.
  • Set up Vicon Pulsar clusters on performers/props.
  • Create objects in Evoke.
    • For full-body capture:
      • In the Tracking panel, in the Character field, enter a name for the character and click Create.
      • Assign Pulsar clusters to the Smart Object components of the character.
      • Right-click on the character and select Calibrate to calibrate the solve.
      • If desired, this is when you can set up retargetting to a different solve skeleton.
        For more information about retargetting with Evoke, see Set up character retargeting in the latest version of the Evoke documentation.
    • For prop tracking:
      • In the Tracking panel, in the Basic Object field, enter a name for the prop and select Create.
      • Assign Pulsar clusters to the Smart Object components of the basic object.
    • For head-mounted displays (HMDs):
      • If you are using a headset for which a template is provided, create a new Smart Object with the appropriate Smart Object template.
        Or
      • If you are using another supported headset, create a new Smart Object and set it's origin to the central point of rotation of the HMD.

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Preparing Tracker

Use Vicon Tracker to stream prop and head-mounted display (HMD) information to Unity.

Follow these basic steps to prepare Tracker. For more detailed information, see Introducing Vicon Tracker in the latest version of the Tracker documentation.

  • Prepare the system.
  • Calibrate cameras.
  • Set up markers on the props/HMD.
  • Create objects in Tracker:
    • For prop tracking:
      • In the Workspace, hold SHIFT and select all of the markers on the current prop.
      • In the Tracking panel, in the Basic Object field, enter a name for the object and select Create.
    • For head-mounted displays (HMDs):
      • In the Workspace, hold SHIFT and select all of the markers on the HMD.
      • In the Tracking panel, in the Basic Object field, enter a name for the object and select Create.
      • In the view pane, set the origin of the prop to the central point of rotation of the HMD.

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