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What are some current wrapper solutions for using the Kinect with Unity? The initial primesense one seems not to be in active development.

I'm aware of the Zigfu one, however are there any open-source alternatives?

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closed as not constructive by Byte56, Anko, msell, bummzack, Josh Petrie May 10 '13 at 19:35

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.If this question can be reworded to fit the rules in the help center, please edit the question.

Which technology to use questions aren't a good fit for the Q/A format of the site. See the FAQ for details. – Byte56 May 8 '13 at 20:39
In this case I'm asking what the options are, so I can be made aware. I can rephrase the question to remove the "which is the best" part. Otherwise I think the question is very valid. I'm asking if any options exist that fill a niche in a gaming engine for using a different game device to create games – onedayitwillmake May 9 '13 at 6:14
Without "which is the best" it just becomes a "list of X" question, which has no objective single answer and becomes outdated quickly. – Josh Petrie May 10 '13 at 19:35
Outdated list are still often a good jumping off point for future researchers. – onedayitwillmake May 10 '13 at 22:27

Why not use the oficial Microsoft Kinect SDK? It's a .NET assembly that can be added as reference to a normal C# project.

You can download the SDK from here:

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Interesting, would this work on OSX as well? – onedayitwillmake May 8 '13 at 21:34
There is an open-source implementation called 'OpenKinect' ( There is also a C# wrapper ( – Timotei May 9 '13 at 13:48

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