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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.

Row colour is your status light

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:

ProviderSourceUse it when
MetaThe headset's own body trackingYou are on a Quest and want tracking with no extra hardware
MocopiA Sony mocopi sensor setYou need full-body tracking, including legs, with better fidelity than headset estimation
UDPAnything that can send pose data over the networkYou have your own sensors, your own processing pipeline, or a recording to replay
SyntheticGenerated motion, no hardwareYou 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.

  1. Pick the provider and set its options.
  2. Turn on Gizmos → Joints. You now have a visible skeleton to judge everything else against.
  3. Enter Play mode and confirm the row goes green. No green, no data — nothing downstream will work.
  4. Watch the gizmo skeleton move. If limbs bend the right amount in the wrong direction, that is a coordinate problem — see Calibrations.
  5. Assign the avatar. Now that the skeleton is known good, anything wrong is in the avatar rig, not the tracking.
  6. Add Fusion last, if you need it. Fusion has its own alignment behaviour, and debugging it on top of an unverified source is guesswork.