The Body Tab
LABO → Windows → Data Capture → Body is where body tracking is configured. Everything on this page lives in that tab.
The layout
The tab is built around tracking rows. A row is one tracking source plus everything that applies to it: which provider it uses, that provider's settings, what it draws in the Scene view, and whether its data is captured and streamed.
With Use Fusion off, there is one row:
- Upper Tracking — your single tracking source, driving the whole body.
With Use Fusion on, there are three:
- Upper Tracking — the source that drives the upper body.
- Lower Tracking — the source that drives the legs.
- Fusion Tracking — the combined result, and the settings that govern how the two are stitched together.
Each row has a foldout on the left. Collapsed, you see the provider dropdown and the row's status. Expanded, you see that provider's full settings.
A row shows red until pose data arrives and green once it does. This is the fastest check that a source is actually live — before you go looking at avatars or gizmos, confirm the row is green. A UDP row turns red again 1.5 seconds after the last packet, so it doubles as a dropped-connection indicator.
Choosing a provider
The provider dropdown on each row selects where pose data comes from:
| Provider | Source | Use it when |
|---|---|---|
| Meta | The headset's own body tracking | You are on a Quest and want tracking with no extra hardware |
| Mocopi | A Sony mocopi sensor set | You need full-body tracking, including legs, with better fidelity than headset estimation |
| UDP | Anything that can send pose data over the network | You have your own sensors, your own processing pipeline, or a recording to replay |
| Synthetic | Generated motion, no hardware | You are building the scene and want something moving to test against |
Providers that need hardware or a package that isn't present are shown but unavailable — the dropdown reflects what your project can actually run.
What's on this page group
- Providers — every option in a provider row, per provider.
- Fusion — combining two sources, and the alignment settings that keep them from drifting apart.
- Gizmos — drawing the tracked skeleton in the Scene view.
- Avatars — putting a character on the participant.
A working order
Configure in this order. Each step is verifiable before you move on, which keeps a problem in step 2 from looking like a problem in step 5.
- Pick the provider and set its options.
- Turn on Gizmos → Joints. You now have a visible skeleton to judge everything else against.
- Enter Play mode and confirm the row goes green. No green, no data — nothing downstream will work.
- Watch the gizmo skeleton move. If limbs bend the right amount in the wrong direction, that is a coordinate problem — see Calibrations.
- Assign the avatar. Now that the skeleton is known good, anything wrong is in the avatar rig, not the tracking.
- Add Fusion last, if you need it. Fusion has its own alignment behaviour, and debugging it on top of an unverified source is guesswork.