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Hand & Finger Tracking for Unity
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  • Hand Tracking Unity Plugin
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    • Supported Joints
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  • Examples
    • Detect hand and retrieve joints
    • No Code: Detect and visualize hands from a Sprite
    • Detect and visualize hands from a Sprite
    • Detect and visualize hands from a video
    • Use webcam to detect and visualize hands (2D Canvas)
    • Use webcam to detect and visualize hands (3D World space)
  • API Reference
    • Finger
      • Index
      • Middle
      • Palm
      • Pinky
      • Ring
      • Thumb
    • FingerJoint
    • FingerJointType
    • Hand
    • HandExtensions
    • HandSide
    • HandTracker
  • UI Reference
    • HandManager
    • HandViewer
    • HandVisual
    • ImageView
    • StreamSource
      • SpriteSource
      • VideoSource
      • WebcamSource
    • HandTrackerExtensions
    • WebcamSelector
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  1. Examples

Detect and visualize hands from a Sprite

An example on how to detect and visualize hands from a Sprite.

PreviousNo Code: Detect and visualize hands from a SpriteNextDetect and visualize hands from a video

Last updated 1 year ago

This example demonstrates how to load and display image sprites in a Unity scene with an , implement hand tracking with the , and use the to render detected fingers on a 2D canvas.

This is a code walkthrough of the LightBuzz_Hand_Tracking_Picture Hand Tracking Unity plugin sample. The plugin includes the no-code demo that has the same functionality.

Step 1: Create a Unity scene

Open the Unity Project you created in the section.

Right-click on the Assets folder and select Create > Scene.

Type the scene's name. In this example, we'll use the name PictureDemo.

After the scene is created, right-click on the scene and select GameObject > UI > Canvas.

Navigate to the LightBuzz Prefabs folder at Assets\LightBuzz Hand Tracking\Runtime\Prefabs.

Then, right-click on the Hierarchy pane and select Create Empty.

Give a name to the new component. In this example, we'll use the name Demo.

Then, go to the Inspector pane and select Add Component. In the search bar, type new and select the New script option.

Type the script's name and select Create and Add. For this example, we'll use the name PictureDemo.

Step 2: Initialize the visual components

Double-click on the newly created MonoBehaviour script and import the necessary namespaces.

using LightBuzz.HandTracking;
using System.Collections.Generic;
using UnityEngine;
[SerializeField] private ImageView _image;
[SerializeField] private HandManager _handManager;
[SerializeField] private Sprite _sprite;

After adding the serialized fields, go to the Unity Editor to connect these fields with the Demo component.

At the Inspector pane, select the round button next to each SerializeField.

Then, at the Scene tab, select the corresponding prefab. For example, for the Image field, select the ImageView prefab.

The Sprite field should connect to an image sprite. You can either use the demo image sprite lightbuzz-hand-tracking.png included in the Assets/LightBuzz Hand Tracking/Runtime/Media folder or create your own image sprite.

When all fields are connected, the result should resemble the following image.

Then, select the HandManager prefab, under the Canvas, and connect the Image field to the ImageView prefab.

Make sure the Is 2D option is selected to see the hand tracking detections in the 2D space. If the option is not checked, detections are displayed in the 3D world space.

After connecting all the fields, navigate to the Canvas to set the render options.

Change the Render Mode to Screen Space - Camera.

Then, set the Main Camera, from the Scene tab, as the Render Camera.

When all the render options are set, the result should look like the following image.

HandTracker _handTracker = new HandTracker();

Step 3: Load the image

Create a Texture2D object with the Sprite's texture.

Texture2D texture = _sprite.texture;
_image.Load(texture);

Step 4: Detect hands

List<Hand> hands = _handTracker.Load(_image.Texture);

Step 5: Visualize the hands

_handManager.Load(hands);

Steps 3 through 5 are incorporated into the Start() method.

Step 6: Release the resources

_handTracker.Dispose();

In this example, the resources are released in the OnDestroy() method. Alternatively, you could do that with the click of a button or in the OnApplicationQuit() method.

Full example code

Here is the full example code that has the same functionality as the Hand Tracking Unity plugin LightBuzz_Hand_Tracking_Picture sample.

using LightBuzz.HandTracking;
using System.Collections.Generic;
using UnityEngine;

public class PictureDemo : MonoBehaviour
{
    [SerializeField] private ImageView _image;
    [SerializeField] private HandManager _handManager;
    [SerializeField] private Sprite _sprite;

    private readonly HandTracker _handTracker = new HandTracker();

    private void Start()
    {
        Texture2D texture = _sprite.texture;

        _image.Load(texture);

        List<Hand> hands = _handTracker.Load(_image.Texture);
        
        _handManager.Load(hands);
    }

    private void OnDestroy()
    {
        _handTracker.Dispose();
    }
}

By following these steps, you will be able to load a Sprite into your application, detect hands, and finally, render these detections on a 2D canvas.

For this example, drag and drop the and prefabs into the Canvas.

For this example, we'll need a Spriteto load an image, an to draw its texture and a to visualize the detected hands.

Finally, return to the script and instantiate a to detect hands.

Load the Texture2D object onto the to show the image.

Pass the texture created in Step 3 to the for processing.

The will analyze the texture and detect any hands present in the image.

To display the detected hands on a 2D canvas, simply pass the detections to the . It will manage the rendering and updates required to accurately depict the hands on the canvas based on the detection data provided.

Dispose of the object to ensure that all associated resources are released.

ImageView
HandManager
ImageView
HandManager
HandTracker
ImageView
HandTracker
HandTracker
HandManager
HandTracker
ImageView
HandTracker
HandManager
Installation
Create new scene
Add a Canvas
LightBuzz Prefabs
Add prefabs
Create empty component
Add script
Create script
Seriaze fileds
Connect prefab
Connected serialize fields
Connect field to HandManager
Change Render Mode
Select Render Camera
Render settings