// the find
andybiar/Peek
Peek is a system of creating augmented reality content using the Unity3D Game Engine.
Peek is a 2014 Unity3D project for compositing RGBD (color+depth) footage captured via Kinect and RGBD Toolkit into augmented-reality style scenes, using a custom shader to reconstruct 3D geometry from depth-encoded image sequences. It's aimed at artists or technologists who already have an RGBD Toolkit export pipeline and want to bring that footage into Unity as a projected point cloud.
The core idea is sound and still used in volumetric video work: encode depth in an image channel and reconstruct the mesh/point cloud in a vertex shader rather than storing raw 3D data. The example project includes a working demo scene (Peek_demo.unity) plus the actual texture sequence and shader so you can see the technique rather than just read about it. Scope is narrow and the output is genuinely differentiated — there's no mainstream Unity package that does this specific RGBD-to-AR pipeline the same way.
The RGBDShader is GLSL-only, so it doesn't run on Windows or DirectX targets at all, which rules out most Unity deployment targets outright. Last commit is from 2014, built against a Unity version a decade old — asset formats, shader syntax, and the scripting API have all changed enough that it almost certainly won't import cleanly into a modern Unity project without rework. There's no actual pipeline code for producing RGBD sequences yourself; it depends entirely on the separate, also largely dormant RGBD Toolkit. Repo includes committed Library/ and ShaderCache binaries (Unity editor artifacts), which shouldn't be in version control and bloat the clone for no reason. Two stars and no activity since 2014 means no community troubleshooting support if you hit an import or compatibility issue.