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Gizmos

Gizmos draw the tracked skeleton directly in the Scene view. Each tracking row has its own set, under Gizmos in the row's foldout.

This is the most useful diagnostic in the Body tab. An avatar sits between you and the tracking data — if a character looks wrong, you cannot tell whether the tracking is wrong or the rig is. Gizmos show the pose before any avatar is involved, so they answer that question directly.

Options

OptionWhat it draws
JointsA marker at each tracked joint.
BonesLines connecting joints into a skeleton.
AxisThe three coordinate axes at each joint, showing its orientation and not just its position.
Not TrackedAlso draw joints the provider is not currently tracking, so you can see what is missing rather than just not seeing it.
hips radius / scaleSize of the hip marker and of the gizmos overall. Raise the scale when working zoomed out.

With Fusion on, the Fusion Tracking row adds:

OptionWhat it draws
Show UpperThe upper source's contribution.
Show LowerThe lower source's contribution.

Turning both on shows the two skeletons alongside the fused result, which is how you see whether they are actually aligning — see Fusion.

What to look for

Joints on, Bones on is the default working setup. It tells you whether pose data is arriving and whether it is anatomically plausible.

Turn Axis on when limbs are in the right place but bend strangely. Position can look correct while orientation is wrong — a forearm that reaches the right point with the wrist rotated 90° looks nearly fine as bones and obviously wrong as axes. If the axes at a joint point somewhere unexpected, that is a coordinate problem: see Calibrations.

Turn Not Tracked on when part of the body is missing rather than misplaced. A joint that is simply absent looks identical to a joint that is not being drawn until you enable this.

Gizmos are Scene view only

They do not appear in the Game view or in a build, so leaving them on costs you nothing at runtime and there is no need to remember to turn them off before a session.