Avatar Calibrations
LABO → Windows → Avatar Calibrations records the coordinate convention an avatar rig was authored in, so tracking data lands on it correctly.
Open it when the gizmo skeleton is correct but the character is not — the tracked pose is right, and the character mirrors it or faces the wrong way. If the gizmo skeleton is wrong too, the problem is upstream: see Tracking Calibrations.
The window
Registered avatar sources lists rigs LABO already knows about. A fresh project shows No avatar mappings yet.
Under Register a new avatar rig:
| Control | What it does |
|---|---|
| Avatar Prefab | The rig to register. |
| Source (override) | Which pipeline the rig came from. Usually filled in for you — see below. |
| Native Space | The rig's authored convention in its source pipeline. |
| Handedness Flip | Axis flip applied by the importer to convert native to emitted. |
| Emitted Space | What LABO receives after the flip. |
| Save Mapping | Store the entry. |
| Remove / Clear / Clear All | Delete one entry, or all of them. |
| Reload | Re-read saved mappings from disk. |
Auto-identification
Assign a prefab and LABO tries to work out where it came from, showing Auto-identified with its guess. Most rigs from a recognisable pipeline — Mixamo characters in particular — are identified from the rig itself.
If it shows Couldn't auto-identify. Pick the source below., set Source (override) yourself. That is not a failure state; it means the rig has no distinguishing marks, which is common for hand-authored characters.
Registering a rig
- Confirm the problem is on the avatar side: turn on Gizmos → Joints and Bones and check that the tracked skeleton looks right while the character does not.
- Open LABO → Windows → Avatar Calibrations.
- Assign the prefab to Avatar Prefab.
- If it auto-identifies, the space fields are filled in — go to step 6.
- If not, set Source (override) to the tool the character came from, which fills in that tool's convention.
- Save Mapping, then look at the character again.
A character that does not move at all, or collapses into a heap, is usually not a calibration problem — it is a rig that was not imported as Humanoid. Check the model's import settings before adding a mapping. Calibration corrects a rig that moves wrongly, not one that cannot be driven.
Rigs that need no entry
A rig authored in Unity's own convention needs no entry, and most Unity-imported humanoid characters are already handled by the import process. Add an entry only when a character visibly misbehaves.