Running a Kinect-enabled Application on a Developer Machine
Kinect for Windows 1.5, 1.6, 1.7, 1.8
As shown in Running a Kinect-enabled Application on a Non-Developer Machine, KinectStatus Enumeration works differently on end-user machines than it does on developer machines while using a Kinect for Xbox 360. Here is an example of the transition from Initializing to Connected on the different types of Kinect hardware:
|Sensor Hardware||Kinect for Windows||Kinect for Xbox 360|
|Developer PC||Initializing -> Connected||Initializing -> Connected (with debugger warnings)|
|End-user PC||Initializing -> Connected||Initializing -> DeviceNotSupported|
On a developer machine with the Kinect for Windows SDK installed, a developer can use the Kinect for Xbox 360 during development, which means the KinectStatus property will return the normal Connected status. If you are debugging a program that uses a Kinect for Xbox 360, the debugger displays a warning that looks similar to this:
The Kinect plugged into your computer is for use on the Xbox 360. You may continue using your Kinect for Xbox 360 on your computer for development purposes. Microsoft does not guarantee full compatibility for Kinect for Windows applications and the Kinect for Xbox 360.
On an end-user PC, a Kinect for Windows sensor is fully functional. On that same PC, a Kinect for Xbox 360 will return the DeviceNotSupported status to a Kinect-enabled application.
It is important that your Kinect-enabled application provides appropriate guidance to the end user as described above.