Real Kinect support
Thanks to @knuckleslee for PR #21, you can now play with a real Kinect on Windows.
- Kinect v1 / Xbox 360 Kinect: native skeletons, depth and colour streams reach the game's own gesture detectors. The launcher includes a preview with skeleton overlays and tilt controls.
- Kinect v2: skeleton input is included, with automatic skeleton-based steering and crouch/jump when a depth stream is unavailable. This path still needs hardware testing.
- Keep each player's tracking identity and sensor slot, limit the game to two tracked players, and maintain independent steering/crouch/jump calibration. Clear stale tracking after a 500 ms gap and reset motion state when the tracked person changes.
- Optional Windows speech recognition supports menu commands through the default microphone. Voice commands still need broader hardware testing.
Choose Advanced > Camera > Kinect in the launcher. Install the matching Kinect SDK first: Xbox 360 Kinect requires the full Kinect for Windows SDK 1.8; Kinect v2 requires SDK 2.0 and its USB 3.0 adapter. The SDKs are not included. Kinect setup guide.
Other changes
- Improve Windows 10/D3D12 compatibility, retain the bundled D3D12 Agility runtime, and fall back to Vulkan when no adapter can create the required D3D12 device.
- Improve webcam body scaling, stance handling and player handoff; distribute guest processors across physical CPU cores on Windows.
- Add Chinese line wrapping and camera-option hints in the launcher.
- Add Android camera capture, with interruption recovery and safer asynchronous teardown. CI now builds the camera probes for both Android ABIs.
- Retain Camera Input, two-player controls, shader fixes and experimental VRM Avatar support from previous releases.
Downloads and updating
| Download | Support |
|---|---|
| Windows x64 ZIP | Windows 10/11; D3D12 or Vulkan; webcam models and ONNX Runtime included; real Kinect requires its SDK |
| Linux x64 tar.gz | Vulkan; camera motion inference is not enabled in this prebuilt package |
| Android arm64 APK | Android 9+; Vulkan; camera motion inference is not enabled in this prebuilt package |
Extract the complete desktop archive into a fresh folder. Keep shaders.pack and, on Windows, D3D12/, shader-tools/, pose/ and the DLLs. Copy your existing settings.ini and save/ if needed. VRM selection remains under Advanced > Avatar model; no personal model is included.
Android is 0.4.0, version code 10, signed with the same certificate as v0.3.0 for in-place updates. SHA256SUMS.txt covers the four downloads.
Validation and limitations
- CI for the release commit passed Windows, Linux, macOS build checks and Android launcher/camera probes.
- Local tests passed: 114 Windows native tests, 108 Linux native tests, and 244 Python tests (11 skipped).
- The extracted Windows package reached gameplay with a custom VRM on both Vulkan and D3D12 (15,000 presents each), plus a standard Sonic rider on Vulkan (13,200 presents). These scripted checks used isolated saves/cache and disabled audio; screenshots were inspected and no untranslatable shaders were logged.
- The extracted Linux package passed a 180-present Vulkan smoke test under WSL. The Android arm64 native build, APK alignment, version metadata and matching update certificate were verified; this is not an Android gameplay test.
- All three packages contain the same validated ABI 8 shader pack (476 DXIL and 476 SPIR-V shaders). Archive contents and SHA-256 checksums were checked before publishing.
The contributor reports playing races with an Xbox 360 Kinect on Windows 10. Kinect v2, Android camera input and voice recognition have not received physical-device validation for this release. VRM remains experimental; material, animation and device-specific rendering/performance limitations still apply. VRM Avatar guide.
This is a preview. You need your own USA/Europe Sonic Free Riders disc image; the launcher installs its data. No disc assets, personal VRM models, settings or saves are included.