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Merge pull request #317 from patxu/readme
Readme
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README.md

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- the setup scenes will check if the Kinect is connected and will also run some alignment preprocessing on the Kinect image
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## Docs
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- [End of Term Demo Poster](readme_imgs/poster.pdf)
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- [Project Proposal](https://docs.google.com/document/d/1-N9_9W50bxWwFv98lRIs-yA9pZ39pB0hi-4nF0_e69U/edit?usp=sharing)
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- [User Personas](https://docs.google.com/document/d/1pRK2dLdDFMOfifJBphd1jmsjdPxHTu6pCOvMk0Kpzp8/edit?usp=sharing)
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- [Mockups and Data Model](https://docs.google.com/document/d/1wIeR-_1b2lWhGa01Qd_FU361YMmZCi3dA5iZgJWjieM/edit?usp=sharing)
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- [User Testing Plan](https://docs.google.com/document/d/1SZNJkBW5mkPORlVMg3iUN0mf9WrXpGZTmwKvynMM2wU/edit?usp=sharing)
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- [Testing Analysis](https://docs.google.com/document/d/1r5oHRH4LkSW818os22fBRWORp74uME6gG6vRarHy7Go/edit?usp=sharing)
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- [End of Term Demo Poster](readme_imgs/poster.pdf)
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- [End of Term Debrief](https://docs.google.com/document/d/1HiUrD0mVZoncD63i8xACN6EJCa3EvmVWI4mNLXlZb8Y/edit?usp=sharing)
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## The Team
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Who made this wonderful, open-source piece of art? Look no further.

climbARUnity/README.md

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## Climbing Hold Abstraction
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The ClimbAR sdk provides a base class `ClimbingHold` which encapsulates the basic collider logic on holds that is used in most games. Most importantly, `ClimbingHold` implements smoothing. Since the hand joints of the Kinect skeleton jump around, using a simple collider to represent a hold will cause the hold to toggle back and forth from grabbed to not grabbed very quickly. Internally, `ClimbingHold` uses a state machine with four states:
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The climbAR SDK provides a base class `ClimbingHold` which encapsulates the basic collider logic on holds that is used in most games. Most importantly, `ClimbingHold` implements smoothing. Since the hand joints of the Kinect skeleton jump around, using a simple collider to represent a hold will cause the hold to toggle back and forth from grabbed to not grabbed very quickly. Internally, `ClimbingHold` uses a state machine with four states:
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- Released
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- GrabbedPending
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- Grabbed
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- ReleasedPending
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<br>
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<img src="readme_imgs/state.jpg" width=600px>
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The `ClimbingHold` class exposes four useful variables to developers extending it:
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Increasing `grabbedSmoothing` will help prevent false positives of hands passing over holds being counted as grabs, but will lead to more lag in registering an actual hold grab. Increasing `releasedSmoothing` will help prevent false positives of a release if the hand joints are jumping around a lot, but will lead to more lag in registering a hold released.
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Smoothing can be turned off completly by setting `smoothingEnabled` to false. The `currentState` can be used to update game behavior and change graphics. This is best done in the `Update()` function of the script extending `ClimbingHold`. See `SoundHold.cs` or `MenuHold.cs` for examples.
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