Tracking Calibrations
LABO → Windows → Tracking Calibrations records the coordinate convention each body-tracking provider produces, so LABO can convert it to Unity's.
Open it when the gizmo skeleton itself moves wrongly — mirrored, upside down, or bending around the wrong axis. If the gizmo skeleton is correct and only the character is wrong, you want Avatar Calibrations instead.
The window
Under Body-tracking provider spaces is one entry per registered provider. A fresh project shows No providers registered yet — entries appear as providers are used, or you add them yourself.
| Control | What it does |
|---|---|
| Provider | Which tracking source this entry describes. |
| Native Space | What the SDK natively emits in. |
| Handedness Flip | Axis flip applied by the provider to convert native to emitted. |
| Emitted Space | What LABO code receives. |
| Add provider / Add Mapping | Register a source that isn't listed. |
| Update Mapping | Save changes to an existing entry. |
| Remove / Clear / Clear All | Delete one entry, or all of them. |
| Reload | Re-read saved mappings from disk. |
Adding or fixing an entry
- Reproduce the problem with Gizmos → Joints, Bones and Axis on, so you can see orientation and not just position.
- Open LABO → Windows → Tracking Calibrations.
- Select the provider, or Add provider if it isn't listed.
- Set Native Space to the convention that source actually uses. If its documentation states a convention, use that — it is more reliable than inferring one from how the skeleton looks.
- Set Handedness Flip if the source's handedness differs from Unity's. This is the setting that fixes mirroring.
- Update Mapping, then watch the gizmo skeleton again.
Native Space and Handedness Flip interact, and several combinations produce skeletons that are wrong in different ways. Changing both together makes it hard to tell which direction you moved in. Set Native Space first, look, then adjust the flip.
Reading the result
| What you see | What it means |
|---|---|
| Left and right swapped | Handedness Flip is wrong. |
| Skeleton lying down or standing on its head | Native Space has the wrong up axis. |
| Skeleton upright and correctly handed but facing the wrong way | A heading offset, not a calibration issue. For UDP sources see Coordinate frames. |
| Joints in the right place, axes pointing oddly | Native Space is close but not exact — usually a forward-axis difference. |
Providers that need no entry
A source already producing Unity's convention needs no entry. A missing entry is not an error; it means the data is used as it arrives. Add an entry only when there is something to correct.