Why Meta Quest?
Design
Develop
API reference
Distribute and grow
Blog
Support
API reference
API reference
Select your platform
No SDKs available
No versions available
Overview
AnimatorOverrideLayerWeigth
CanvasGroupAlphaToggle
CanvasSizeConstraint
ColliderSizeConstraint
GridSpacingScaler
InteractableObjectLabel
MoveRelativeToTarget
MoveRelativeToTargetProvider
Oculus
Interaction
Interaction
ActiveStateFingerVisual
ActiveStateGate
ActiveStateGroup
ActiveStateNot
ActiveStateSelector
ActiveStateToggle
ActiveStateTracker
ActiveStateUnityEventWrapper
AssertUtils
AudioPhysics
AudioTrigger
AutoMoveTowardsTarget
AutoMoveTowardsTargetProvider
Axis1DFingerUseAPI
Axis1DPrioritySelector
Axis1DSwitch
Axis2DActiveState
BecomeChildOfTargetOnStart
BestHoverInteractorGroup
BestSelectInteractorGroup
Body
Body
BodyDebugGizmos
Input
Input
Body
BodyDataAsset
BodyJointsCache
BodySkeletonMapping
Constants
IBody
ISkeletonMapping
ReadOnlyBodyJointPoses
PoseDetection
Samples
BoundsExtensions
CandidateComparer
CandidatePositionComparer
CenterEyeOffset
Collections
ColliderGroup
CollisionInteractionRegistry
Collisions
ConditionalHideAttribute
ConeUtils
ConicalFrustum
ControllerActiveState
ControllerAxis2D
ControllerOffset
ControllerPointerPose
ControllerRayVisual
ControllerSelector
Cylinder
DebugGizmos
DebugTree
Demo
Deprecated
DeprecatedPrefab
DisableRaycaster
DistanceGrabInteractable
DistanceGrabInteractor
DistanceReticles
DistantCandidateComputer
DistantPointDetector
DistantPointDetectorFrustums
DotGridProperties
Editor
FingerFeatureStateProviderRef
FingerPinchValue
FirstHoverInteractorGroup
FloatConstraint
FollowTarget
FollowTargetProvider
GameObjectActiveState
Grab
GrabAPI
GrabFreeTransformer
GrabInteractable
GrabInteractor
GrabStrengthIndicator
Grabbable
HandActiveState
HandConfidenceVisual
HandDebugGizmos
HandDebugVisual
HandFingerMaskGenerator
HandGrab
HandGrabGlow
HandJoint
HandJointsPose
HandPinchOffset
HandPointerPose
HandPokeLimiterVisual
HandPokeOvershootGlow
HandRayInteractorCursorVisual
HandRayPinchGlow
HandRootOffset
HandSphere
HandSphereMap
HandTrackingConfidenceProvider
HandTransformScaler
HandTranslationUtils
HandVisual
HashSetExtensions
HelpBoxAttribute
IActiveState
ICandidateComparer
ICandidatePosition
ICollidersRef
ICurvedPlane
IDeltaTimeConsumer
IDistanceInteractor
IEvent
IFingerAPI
IFingerUseAPI
IGameObjectFilter
IGrabbable
IHandSphereMap
IHandVisual
IInteractable
IInteractableView
IInteractor
IInteractorView
IMovement
IMovementProvider
IPointable
IPointableCanvas
IPointableElement
IPolyline
IRelativeToRef
IRigidbodyRef
ISelector
ISnapPoseDelegate
ITimeConsumer
ITransformer
IUpdateDriver
ImpactAudio
IndexPinchSafeReleaseSelector
IndexPinchSelector
Input
InspectorButtonAttribute
Interactable
InteractableColorVisual
InteractableDebugVisual
InteractableGroup
InteractableGroupView
InteractableRegistry
InteractableStateChangeArgs
InteractableTriggerBroadcaster
InteractableUnityEventWrapper
Interactor
InteractorActiveState
InteractorDebugVisual
InteractorGroup
InteractorStateChangeArgs
InteractorUnityEventWrapper
InterfaceAttribute
InterfaceSupport
JointDeltaProviderRef
ListLayout
ListLayoutEase
ListSnapPoseDelegate
Locomotion
MAction
MaterialPropertyBlockEditor
MaterialPropertyColor
MaterialPropertyFloat
MaterialPropertyVector
MinMaxPair
MonoBehaviourStartExtensions
MoveAtSourceProvider
MoveFromTarget
MoveFromTargetProvider
MoveRelativeToTarget
MoveTowardsTarget
MoveTowardsTargetProvider
MultiAction
ObjectPull
ObjectPullProvider
OneGrabFreeTransformer
OneGrabPhysicsJointTransformer
OneGrabRotateTransformer
OneGrabSphereTransformer
OneGrabTranslateTransformer
OptionalAttribute
PhysicsGrabbable
PinchPointerVisual
PointableCanvas
PointableCanvasEventArgs
PointableCanvasMesh
PointableCanvasModule
PointableCanvasUnityEventWrapper
PointableDebugGizmos
PointableDebugVisual
PointableElement
PointableUnityEventWrapper
PointerEvent
PointerInteractable
PointerInteractor
PokeInteractable
PokeInteractableVisual
PokeInteractor
PolylineRenderer
PoseDetection
PoseTravelData
PoseUtils
PressureBreakable
PressureSquishable
ProgressCurve
RandomSampleConsensus
RayInteractable
RayInteractor
RayInteractorCursorVisual
RayInteractorDebugGizmos
RayInteractorPinchVisual
RectTransformBoundsClipperDriver
RigidbodyKinematicLocker
RigidbodyKinematicLockerExtension
RingBuffer
RoundedBoxProperties
Samples
SecondaryInteractorConnection
SecondaryInteractorFilter
SectionAttribute
SelectorDebugVisual
SelectorUnityEventWrapper
SequentialSlotsProvider
ShoulderEstimatePosition
SkeletonDebugGizmos
SnapInteractable
SnapInteractor
SnapInteractorFollowVisual
SurfaceSnapPoseDelegate
SurfaceUtils
Surfaces
TagSet
TagSetFilter
Throw
ToggleDeselect
TouchHandGrabInteractable
TouchHandGrabInteractor
TouchHandGrabInteractorVisual
TouchShadowHand
TransformExtensions
TransformFeatureStateProviderRef
TransformTrackingToWorldTransformer
TransformerUtils
TransformerUtils
TubePoint
TubeRenderer
Tween
TwoGrabFreeTransformer
TwoGrabPlaneTransformer
TwoGrabRotateTransformer
UITheme
UIThemeManager
UniqueIdentifier
Unity
UnityCanvas
UnityInfo
UnityXR
UpdateDriverAfterDataSource
UpdateDriverGroup
UseFingerControllerAPI
UseFingerCurlAPI
UseFingerRawPinchAPI
Utils
VectorExtensions
VersionTextVisual
VirtualPointable
VirtualSelector
PageScroll
PanelHoverState
PanelSetup
PbrMaterialDefinition
RectSizeConstraint
RoundedBoxUIProperties
RoundedBoxVideoController
SkinnedRoundedBoxMesh
SwipeGesture
UpdateRoundedBoxAnchorConstraint
VirtualLayout
Code samples
Downloads
Release notes
Supported platforms
Oculus
IBody Interface
The primary interface through which
Body
data is accessed.
Components consuming body data should prefer to do so through this interface rather than the concrete
Body
.
Properties
ISkeletonMapping
SkeletonMapping
[Get]
The mapping for this body, which allows querying of the supported joint set of the skeleton as well as joint parent/child relationship.
bool
IsConnected
[Get]
Is the body connected and tracked
bool
IsHighConfidence
[Get]
The body is connected and tracked, and the root pose's tracking data is marked as high confidence.
If this is true, then it implies that
IsConnected
is also true, so they don't need to be checked in addition to this.
bool
IsTrackedDataValid
[Get]
True if the body is currently tracked, thus tracking poses are available for the body root and joints.
float
Scale
[Get]
The scale of the body skeleton applied to world joint poses.
int
CurrentDataVersion
[Get]
Incremented every time the source tracking or state data changes.
Events
Action
WhenBodyUpdated
Called each time the body is updated with new data
Member Functions
bool
GetRootPose
( out Pose pose )
Gets the root pose of the body, in world space.
Will return true if a pose was available; false otherwise. Confidence level of the pose is exposed via
IsHighConfidence
.
bool
GetJointPose
( BodyJointId bodyJointId,
out Pose pose )
Attempts to calculate the pose of the requested body joint, in world space.
Returns false if the skeleton is not yet initialized, or there is no valid tracking data. Scale is applied to this joint position.
bool
GetJointPoseLocal
( BodyJointId bodyJointId,
out Pose pose )
Attempts to calculate the pose of the requested body joint, in local space to its parent joint.
Returns false if the skeleton is not yet initialized, or there is no valid tracking data. Scale is not applied.
bool
GetJointPoseFromRoot
( BodyJointId bodyJointId,
out Pose pose )
Attempts to calculate the pose of the requested hand joint relative to the root.
Returns false if the skeleton is not yet initialized, or there is no valid tracking data. Scale is not applied.
Build with Meta
Social Technologies
Meta Horizon
AI
Worlds
About us
Careers
Research
Products
Virtual reality / Meta Horizon
Developer Blog
Download SDKs
Meta for Work
Programs
Start
Meta Horizon Creator Program
Discover
Why Meta Quest?
What is mixed reality?
Platforms and tools
2D apps for Meta Horizon OS
Devices
Meta Avatars
Success stories
Use cases
Support and legal
Developer policies
Legal
Privacy
Forums
Support
Build with Meta
Social Technologies
Meta Horizon
AI
Worlds
About us
Careers
Research
Products
Virtual reality / Meta Horizon
Developer Blog
Download SDKs
Meta for Work
Programs
Start
Meta Horizon Creator Program
Discover
Why Meta Quest?
What is mixed reality?
Platforms and tools
2D apps for Meta Horizon OS
Devices
Meta Avatars
Success stories
Use cases
Support and legal
Developer policies
Legal
Privacy
Forums
Support
Build with Meta
Social Technologies
Meta Horizon
AI
Worlds
About us
Careers
Research
Products
Virtual reality / Meta Horizon
Developer Blog
Download SDKs
Meta for Work
Programs
Start
Meta Horizon Creator Program
Discover
Why Meta Quest?
What is mixed reality?
Platforms and tools
2D apps for Meta Horizon OS
Devices
Meta Avatars
Success stories
Use cases
Support and legal
Developer policies
Legal
Privacy
Forums
Support
English (US)
© 2026 Meta