![]() ![]() Add Video Filesĭrag and drop any video files from the file explorer into the Videos folder. ![]() Name the folder Videos.ĭouble-click the Videos folder to open it. In the Assets window, right-click an empty space, select the Create option, and click Folder. Nothing will change in the game view, but the position will be updated while building the project.įor this demo, we will obtain our input images from a video or webcam feed playing in the scene. Open the Graph modules position dropdown and select TOP_LEFT. Scroll down in the Inspector tab to the Graphy Manager (Script) section. With the object still selected in the Hierarchy tab. We will see that our game scene gets updated. Inside the new folder, open the Prefab folder and drag the prefab into the Hierarchy tab. There should now be a new folder called Graphy - Ultimate Stats Monitor in the Assets folder. Close the Package Manager window once the import is complete. An Import Unity* Package popup window will appear.Ĭlick Import in the popup window. Click the download button in the bottom right corner.Ĭlick Import once the package is finished downloading. Package Manager window should popup in the editor with the Graphy asset selected. Click the button again to open the asset in the Package Manager back in the editor. Open the link to the Graphy Unity* Store page below and click Add to My Assets.Īdd to My Assets button should change to Open In Unity*. The next step requires being signed up into a Unity* account. If we select the Game tab, we can see the interface we just added. Close the popup window once the import is complete. A simple user interface is already set up in the prefab linked below.ĭownload the Canvas.prefab file from the above link and drop it into the assets folder in the Unity* editor.ĭrag and drop the prefab from the Assets folder into the Hierarchy tab. We will be using the free Graphy asset to display frame rate and other performance metrics at runtime. However, this should be resolved for future versions of OpenVINO™.įor now, we need to build our Unity* project without the plugin files, and then add them to the build folder where the project executable file is located. There appears to be a dependency conflict, between one of the dependencies for this version of OpenVINO™ and the Unity* editor. Take a note of the path where the project will be generated and click Create.Īt this moment, we cannot use our OpenVINO™ plugin inside the Unity* editor. We can stick with the default 3D template and name the project OpenVINO_YOLOX_Demo. Open Unity* Hub and click the New button. In this part, we will demonstrate how to create a Unity project to access the DLL as a plugin. In Part 2, we walked through the steps to create a Dynamic link library (DLL) in Visual Studio to perform inference with the pre-trained deep learning models. We then downloaded some pretrained models in the OpenVINO™ Intermediate Representation format, along with some videos to test the models. In Part 1 of the tutorial, we first installed Unity*, OpenVINO™, and the prerequisite software. ![]()
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