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Installation Guide
This repository does not contain required libraries (e.g. libmediapipe_c.so
, Google.Protobuf.dll
, etc), so you need to build them first.
⚠️ Libraries that can be built differ depending on your environment.
⚠️ GPU mode is not supported on macOS and Windows.
Editor | Linux (x86_64) | macOS (x86_64) | macOS (ARM64) | Windows (x86_64) | Android | iOS | WebGL | |
---|---|---|---|---|---|---|---|---|
Linux (AMD64) [^1] | ✔️ | ✔️ | ✔️ | |||||
Intel Mac | ✔️ | ✔️ | ✔️ | ✔️ | ||||
M1 Mac [^2] | ✔️ | ✔️ | ✔️ | ✔️ | ||||
Windows 10/11 (AMD64) [^3] | ✔️ | ✔️ | ✔️ |
[^1]: Tested on Arch Linux.
[^2]: Experimental, because MediaPipe does not support M1 Mac.
[^3]: Running MediaPipe on Windows is experimental.
If Docker is not available, the below commands/tools/libraries are required.
- Python >= 3.9.0
- Bazelisk (tested against Bazel 5.0.0)
- GCC/G++ >= 8.0.0 (Linux, macOS)
- NuGet (tested against 5.10.0.7240)
Please go to the article for each OS for more details.
🔔 Run commands at the project root if not specified otherwise.
⚠️ If the GNU libc version in the target machine is less than the version of it in the machine wherelibmediapipe_c.so
(a native library for Linux) is built,libmediapipe_c.so
won't work.
For the same reason, if your target machine's GNU libc version is less than 2.27, you cannot use Docker[^5].
[^5]: You can still use Docker, but you need to write Dockerfile
by yourself.
-
Install Docker
Make sure you can run
docker
command without usingsudo
. -
Build a Docker image
-
Ubuntu 20.04 image
docker build --build-arg UID=$(id -u) -t mediapipe_unity:latest . -f docker/linux/x86_64/Dockerfile
-
-
Run a Docker container
# Run with `Packages` directory mounted to the container docker run \ --mount type=bind,src=$PWD/Packages,dst=/home/mediapipe/Packages \ --mount type=bind,src=$PWD/Assets,dst=/home/mediapipe/Assets \ -it mediapipe_unity:latest
-
Run build command inside the container
# Build native libraries for Desktop CPU. # Note that you need to specify `--opencv cmake` because OpenCV is not installed in the container. python build.py build --desktop cpu --opencv cmake -v # Build native libraries for Desktop GPU and Android python build.py build --desktop gpu --android arm64 --opencv cmake -v
If the command finishes successfully, the required files will be installed on your host machine.
If you are using another distribution, please replace some of the commands.
⚠️ If your GNU libc version in the target machine is compatible with it in the container, always prefer Docker.
-
Install yay
# Run under your favorite directory pacman -S --needed git base-devel git clone https://aur.archlinux.org/yay.git cd yay makepkg -si
-
Install required packages
yay -Sy unzip mesa npm
It is recommended to configure
npm
here (cf. https://docs.npmjs.com/cli/v8/configuring-npm/npmrc#files).# ~/.npmrc prefix = ${HOME}/.npm-packages
# ~/.bash_profile export PATH=${HOME}/.npm-packages/bin:${PATH}
-
(Optional) If you'd like to link OpenCV dynamically, install OpenCV.
Skip this step if you want to link OpenCV statically.
yay -S opencv3-opt
By default, it is assumed that OpenCV 3 is installed under
/usr
(e.g./usr/lib/libopencv_core.so
).
opencv3-opt
will install OpenCV 3 to/opt/opencv3
, so you need to edit WORKSPACE.# WORKSPACE new_local_repository( name = "linux_opencv", build_file = "@//third_party:opencv_linux.BUILD", path = "/opt/opencv3", )
🔔 If you'd like to use OpenCV 4, you need to edit third_party/opencv_linux.BUILD, too.
-
npm install -g bazelisk yay -S nuget
-
Install NumPy
pip install numpy --user
-
(For Android) Install Android SDK and Android NDK
-
Run build command
-
Install Homebrew
-
Install OpenCV 3.
🔔 It's essentially an optional step, but if you'd like to build libraries for iOS, it's necessary because of a bug.
brew install opencv@3 brew uninstall --ignore-dependencies glog
-
Install Python and NumPy
If your Python version is < 3.9.0, install it here in your favorite way.
brew install python export PATH=$PATH:"$(brew --prefix)/opt/python/libexec/bin" # Python version must be >= 3.9.0 python --version # Python 3.9.x pip3 install --user six numpy
-
brew install bazelisk brew install nuget
-
Install Xcode using App Store
After that, install the Command Line Tools, too.
sudo xcodebuild -license # if not agreed to the license yet sudo xcode-select -s /Applications/Xcode.app xcode-select --install
-
(For iOS) Open
mediapipe_api/objc/BUILD
and modifybundle_id
. -
(For Android) Install Android SDK and Android NDK
-
Run build command
⚠️ use UnityEditor (Apple silicon) (>= 2021.2.2f1) to open the project.
-
Install Homebrew
-
Install OpenCV 3.
🔔 It's essentially an optional step, but if you'd like to build libraries for iOS, it's necessary because of a bug.
brew install opencv@3 brew uninstall --ignore-dependencies glog
-
Install Python and NumPy
If your Python version is < 3.9.0, install it here in your favorite way.
brew install python export PATH=$PATH:"$(brew --prefix)/opt/python/libexec/bin" # Python version must be >= 3.9.0 python --version # Python 3.9.x pip3 install --user six numpy
-
Install Bazelisk
brew install bazelisk
-
Install NuGet
/usr/sbin/softwareupdate --install-rosetta # Install Homebrew using Rosetta 2 # Before running the command, please check https://brew.sh/ for the correct URL arch -x86_64 /bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/HEAD/install.sh)" # Install NuGet using Rosetta 2 arch -x86_64 /usr/local/Homebrew/bin/brew install nuget
If you've not included
/usr/local/Homebrew/bin
inPATH
, do it here.# If you're using zsh # ~/.zprofile export PATH=/usr/local/Homebrew/bin:$PATH # NOTE: The below command must be executed after `PATH` is exported. # Otherwise, when you run `brew`, `/usr/local/Homebrew/bin/brew` (x86_64 version) will be run. eval "$(/opt/homebrew/bin/brew shellenv)" # Set Python path export PATH=$PATH:"$(brew --prefix)/opt/python/libexec/bin"
-
Install Xcode using App Store
After that, install the Command Line Tools, too.
sudo xcodebuild -license # if not agreed to the license yet sudo xcode-select -s /Applications/Xcode.app xcode-select --install
-
(For iOS) Open
mediapipe_api/objc/BUILD
and modifybundle_id
. -
(For Android) Install Android SDK and Android NDK
-
Run build command
⚠️ You MUST NOT setcore.autocrlf
in.gitconfig
(rungit config -l
). To build libraries successfully, you need to check out the source code as it is without changing the line feed code.
⚠️ Hyper-V backend is required (that is, Windows 10 Home is not supported).
-
Install Docker Desktop
-
Switch to Windows Containers
-
Build a Docker image
docker build -t mediapipe_unity:windows . -f docker/windows/x86_64/Dockerfile
This process will hang when MSYS2 is being installed.
If this issue occurs, removeC:\ProgramData\Docker\tmp\hcs*\Files\$Recycle.Bin\
manually (hcs* is random name).
cf. https://github.com/docker/for-win/issues/8910 -
Run a Docker container
Rem Run with `Packages` directory mounted to the container Rem Specify `--cpus` and `--memory` options according to your machine. docker run --cpus=16 --memory=32g ^ --mount type=bind,src=%CD%\Packages,dst=C:\mediapipe\Packages ^ --mount type=bind,src=%CD%\Assets,dst=C:\mediapipe\Assets ^ -it mediapipe_unity:windows
-
Run build command inside the container
python build.py build --desktop cpu --opencv cmake -vv Rem or if you'd like to link OpenCV dynamically python build.py build --desktop cpu -vv
If the command finishes successfully, the required files will be installed on your host machine.
⚠️ This can be used only to build libraries for Android and you cannot build libraries for Windows.
-
Install Docker Desktop
-
Switch to Linux containers
-
Build a Docker image
docker build -t mediapipe_unity:linux . -f docker/linux/x86_64/Dockerfile
-
Run a Docker container
Rem Run with `Packages` directory mounted to the container Rem Specify `--cpus` and `--memory` options according to your machine. docker run --cpus=16 --memory=16g ^ --mount type=bind,src=%CD%\Packages,dst=/home/mediapipe/Packages ^ --mount type=bind,src=%CD%\Assets,dst=/home/mediapipe/Assets ^ -it mediapipe_unity:linux
-
Run build command inside the container
python build.py build --android arm64 -vv
If the command finishes successfully, the required files will be installed on your host machine.
⚠️ You cannot build libraries for Android with the following steps.
If you use Window 10 Pro, go to Docker Windows Container. Otherwise, go to Docker Linux Container.
⚠️ Run commands usingcmd.exe
. It's known that some commands do not work properly with MSYS2.
-
Install MSYS2 and edit the
%PATH%
environment variable.If MSYS2 is installed to
C:\msys64
, addC:\msys64\usr\bin
to your%PATH%
environment variable. -
Install necessary packages
pacman -S git patch unzip
-
Install Python >= 3.9.0 and allow the executable to edit the
%PATH%
environment variable.Download Python Windows executable from https://www.python.org/downloads/windows/ and install.
-
Install Visual C++ Build Tools 2019 and WinSDK
-
Download Build Tools from https://visualstudio.microsoft.com/visual-cpp-build-tools/ and run Visual Studio Installer.
-
Select
Desktop development with C++
and install it.
-
-
Install Bazelisk and add the location of the executable to
%PATH%
environment variable.Note that you need to rename the executable to
bazel.exe
. -
(Optional) Set Bazel variables.
If you have installed multiple Visual Studios or Win SDKs, set environment variables here.
Learn more details about “Build on Windows” in the Bazel official documentation.Rem Please find the exact paths and version numbers from your local version. set BAZEL_VS=C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools set BAZEL_VC=C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\VC set BAZEL_VC_FULL_VERSION=<Your local VC version> set BAZEL_WINSDK_FULL_VERSION=<Your local WinSDK version>
-
(Optional) If you'd like to link OpenCV dynamically, install OpenCV.
You can skip this step if you want to link OpenCV statically.
🔔 It can take a very long time to link OpenCV statically because you need to build OpenCV on your local machine.
For reference, it takes about 5 - 6 minutes on Ryzen 3900x (12-core, 24-thread).By default, it is assumed that OpenCV 3.4.16 is installed under
C:\opencv
.
If your version or path is different, please edit third_party/opencv_windows.BUILD and WORKSPACE. -
Install NuGet, and add the location of the NuGet executable to the
%PATH%
environment variable.nuget
-
Install NumPy
pip install numpy --user
-
Run build command
python build.py build --desktop cpu --opencv=cmake -v Rem or if you'd like to use local OpenCV python build.py build --desktop cpu -v
-
Install Android Studio
-
Install Android SDK and NDK
Open SDK Manager > SDK Tools and install Android SDK Build Tools and NDK.
🔔 Note the following 2 points:
- Bazel will use the newest version of Build Tools found automatically, but the latest Bazel (4.2.1) does not support Build Tools >= 31.0.0, so you need to uncheck these versions.
- Bazel does not support NDK >= r22 yet
-
Set environment variables
-
Linux/macOS
# Set ANDROID_HOME # This directory should contain directories such as `platforms` and `platform-tools`. export ANDROID_HOME=/path/to/SDK # Set ANDROID_NDK_HOME # This is usually like `$ANDROID_HOME/ndk/21.4.7075529 export ANDROID_NDK_HOME=/path/to/NDK
-
Windows
Set them using GUI
-
-
Set API Level
To support older Android, you need to specify the API level for NDK when running
build.py
.
Otherwise, some symbols inlibmediapipe_jni.so
cannot be resolved andDllNotFoundException
will be thrown at runtime.python build.py build --android arm64 --android_ndk_api_level 21 -vv
build.py
supports the following commands.
Command | Description |
---|---|
build |
Build and install required files (libraries, model files, C# scripts) |
clean |
Clean cache directories (build , bazel-* ) |
uninstall |
Remove install files |
Run python build.py build --help
for more details.
# Build for Desktop with GPU enabled (Linux only).
python build.py build --desktop gpu -vv
# If you've not installed OpenCV locally, you need to build OpenCV from sources for Desktop.
python build.py build --desktop gpu --opencv cmake -vv
# Build for Desktop with GPU disabled.
python build.py build --desktop cpu -vv
# Build a Universal macOS Library (macOS only).
python build.py build --desktop cpu --opencv cmake --macos_universal -vv
# Build for Desktop, Android, and iOS
python build.py build --desktop cpu --android arm64 --ios arm64 -vv
# Specify Android NDK level
python build.py build --android arm64 --android_ndk_api_level 21 -vv
# Specify required solutions
python build.py build --desktop gpu --solutions face_mesh hands pose -vv
You can also specify compilation mode and linker options.
# Build with debug symbols.
python build.py build -c dbg --android arm64 -vv
# Omit all symbol information.
# This can significantly reduce the library size.
python build.py build --android arm64 --linkopt=-s -vv
-
(iOS) When building native libraries for iOS, OpenCV must be installed on your Mac.
To be precise,
/usr/local/opt/opencv@3
(Intel Mac) or/opt/homebrew/opt/opencv@3
directory must exist (even if it's empty). -
(iOS) In some situations, the iOS Framework won't be updated.
Due to an issue with bazel, we cannot determine the output path beforehand.
If you have built this plugin across versions, you may encounter this problem.
In that case, runpython build.py clean
and try your build command again.
This error can occur for a variety of reasons, so it is necessary to isolate the cause.
-
Native libraries are not built yet
If native libraries (
libmediapipe_c.{so,dylib,dll} / mediapipe_android.aar / MediaPipeUnity.Framework
) are not built yet, this error can occur because Unity cannot load them.If they don't exist under
Packages/com.github.homuler.mediapipe/Runtime/Plugins
, run build command first, and make sure that the command finishes successfully. -
Native libraries are incompatible with your device
- Libraries built on Linux machines won't work on your Windows machine (see Supported Platforms).
- If it occurs on your Android device, maybe
- architecture is wrong (
--android armv7
) or - API Level is not compatible (see Android Configuration)
- architecture is wrong (
-
Dependent libraries are not linked
This error occurs when some symbols in the libraries are undefined and cannot be resolved at runtime, which is very typical when OpenCV is not configured properly.
Seeopencv_linux.BUILD
/opencv_windows.BUILD
and check if the path is correct (if not, edit the BUILD file).
You can also build and link OpenCV statically with--opencv cmake
option instead.Tips
In this case, when you check on Load on startup and click theApply
button, error logs like the following will be output.Plugins: Couldn't open Packages/com.github.homuler.mediapipe/Runtime/Plugins/libmediapipe_c.so, error: Packages/com.github.homuler.mediapipe/Runtime/Plugins/libmediapipe_c.so: undefined symbol: _ZN2cv8fastFreeEPv
-
Dependent libraries do not exist or are not loaded
When you build an app and copy it to another machine, you need to bundle dependent libraries with it.
For example, when you build
libmediapipe_c.so
with--opencv local
, OpenCV is dynamically linked tolibmediapipe_c.so
.
To use this on another machine, OpenCV must be installed on the machine too.
In this case, the recommended way is to buildlibmediapipe_c.so
with--opencv cmake
(or bundle OpenCV with your app).If you are unsure of the cause, try checking the dependent libraries using such as
ldd
command. -
When you cannot identify the cause...
If the error occurs on UnityEditor, try loading
{lib}mediapipe_c.{so,dylib,dll}
on startup.DllNotFoundException
should be thrown right after that, and if you're lucky, the error message will be more verbose now.Otherwise, try loading the library (on your target device) by yourself using tools or code like below.
Android
public void LoadLibrary() { using (var system = new AndroidJavaClass("java.lang.System")) { system.CallStatic("loadLibrary", "mediapipe_jni"); } }
Windows
public void LoadLibrary() { #if UNITY_EDITOR_WIN var path = Path.Combine("Packages", "com.github.homuler.mediapipe", "Runtime", "Plugins", "libmediapipe_c.dll"); #elif UNITY_STANDALONE_WIN var path = Path.Combine(Application.dataPath, "Plugins", "libmediapipe_c.dll"); #endif var handle = LoadLibraryW(path); if (handle != IntPtr.Zero) { // Success if (!FreeLibrary(handle)) { Debug.LogError($"Failed to unload {path}: {Marshal.GetLastWin32Error()}"); } } else { // Error // cf. https://docs.microsoft.com/en-us/windows/win32/debug/system-error-codes--0-499- var errorCode = Marshal.GetLastWin32Error(); Debug.LogError($"Failed to load {path}: {errorCode}"); if (errorCode == 126) { Debug.LogError("Check missing dependencies using [Dependencies](https://github.com/lucasg/Dependencies). If you're sure that required libraries exist, open the plugin inspector for those libraries and check `Load on startup`."); } } } [DllImport("kernel32", SetLastError = true, ExactSpelling = true, CharSet = CharSet.Unicode)] private static extern IntPtr LoadLibraryW(string path); [DllImport("kernel32", SetLastError = true, ExactSpelling = true)] [return: MarshalAs(UnmanagedType.Bool)] private static extern bool FreeLibrary(IntPtr handle);
Linux/macOS
public void LoadLibrary() { #if UNITY_EDITOR_LINUX var path = Path.Combine("Packages", "com.github.homuler.mediapipe", "Runtime", "Plugins", "libmediapipe_c.so"); #elif UNITY_STANDALONE_LINUX var path = Path.Combine(Application.dataPath, "Plugins", "libmediapipe_c.so"); #elif UNITY_EDITOR_OSX var path = Path.Combine("Packages", "com.github.homuler.mediapipe", "Runtime", "Plugins", "libmediapipe_c.dylib"); #elif UNITY_STANDALONE_OSX var path = Path.Combine(Application.dataPath, "Plugins", "libmediapipe_c.dylib"); #endif var handle = dlopen(path, 2); if (handle != IntPtr.Zero) { // Success var result = dlclose(handle); if (result != 0) { Debug.LogError($"Failed to unload {path}"); } } else { Debug.LogError($"Failed to load {path}: {Marshal.GetLastWin32Error()}"); var error = Marshal.PtrToStringAnsi(dlerror()); // TODO: release memory if (error != null) { Debug.LogError(error); } } } [DllImport("dl", SetLastError = true, ExactSpelling = true)] private static extern IntPtr dlopen(string name, int flags); [DllImport("dl", ExactSpelling = true)] private static extern IntPtr dlerror(); [DllImport("dl", ExactSpelling = true)] private static extern int dlclose(IntPtr handle);
Probably you've set core.autocrlf=true
in .gitconfig
(run git config -l
).
Check out the source code as it is without changing the line feed code.
See https://git-scm.com/book/en/v2/Customizing-Git-Git-Configuration#_formatting_and_whitespace for more details.
See the above.
You're building a Windows Docker image using a Linux daemon.
You need to switch to Windows containers first or you may be trying to create a Windows image by mistake when you meant to create a Linux image.
See https://docs.docker.com/desktop/windows/#switch-between-windows-and-linux-containers for more details.
To build libraries for Android, you need to set ANDROID_HOME
and ANDROID_NDK_HOME
.
See Android Configuration for more details.
command is often git
.
This error occurs when you're building libraries on Windows and the command path is not resolved.
Make sure the path to the desired command is set in your %PATH%
.
If you changed some URLs in the WORKSPACE file, you may have forgotten to change the corresponding sha256sum
value.
Otherwise, the contents may have been tampered with.
This error means bazel could not find Xcode on your machine.
If you've installed Xcode, check its path.
xcode-select --path
If the output is like /Library/Developer/CommandLineTools
, then run the following command and try again.
# Change the path to suit your environment
sudo xcode-select --switch /Applications/Xcode.app/Contents/Developer
python3 build.py clean
Add OpenGLES
to the Framework Dependencies.
See https://github.com/homuler/MediaPipeUnityPlugin/issues/385#issuecomment-997788547 for more details.
Install Python >= 3.9.0
Install Python >= 3.9.0