Unity
PoseDetection Interface v2
$24.99
Rated 0.0/5 from 2 ratings on Unity.
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About PoseDetection Interface v2
Pose Detection Interface brings universal human pose detection to Unity projects using the industry-standard COCO pose keypoint format. Works with any COCO pose-segmentation model — v2 adds a full multi-person tracking pipeline, letterbox-correct preprocessing, OKS-based duplicate suppression, offline replay, Timeline integration, and a virtual gesture input device.
Universal Model Support:
- Compatible with ANY COCO pose-segmentation keypoint format model
- Auto-detects End-to-End [1, N, 57] and Anchor-based [1, 56, N] output layouts
- Pre-configured for all 17 COCO standard keypoints
- Three declarative normalization modes (Unit01, Byte255, ImageNet)
- Example ONNX models included
- One-click model swap from the Inspector; hot-swap at runtime without stale callbacks
Accuracy & Tracking (new in v2):
- Letterbox preprocessing with gray padding — correct results on non-square cameras
- Inverse coordinate mapping so keypoints always come back in source-frame pixels
- Test-time horizontal-flip augmentation with anatomical left/right swap
- Per-keypoint confidence thresholds
- OKS (Object Keypoint Similarity) NMS using COCO sigmas
- Multi-person tracking via Hungarian matching with augmented cost (torso distance + bbox-IoU + OKS + velocity)
- Constant-velocity predictor so tracks survive short occlusions
- Tentative → Confirmed state machine for flicker-free tracking IDs
- Plug-in interface for custom appearance-based re-identification
Key Applications:
- Fitness and workout tracking (squat counter included)
- Interactive games with body movement input
- Motion capture and pose-driven animation
- AR/VR body tracking
- Gesture-driven UI (virtual Input System device — bind gestures like any button)
- Deterministic replays for QA, cutscenes, and Timeline-driven demos
Fully Customizable:
- Complete source code included for custom implementations
- Modular architecture — swap input sources, inference, parsing, smoothing, or visualizer independently
- Extensive configuration exposed in the Inspector for performance tuning
- Runtime (and Editor) assembly definitions for fast compile times
- Profiler markers on every pipeline stage for targeted optimization
- Cross-platform deployment including Android
Tooling (new in v2):
- One-click editor menu scaffolds under GameObject → Pose Detection (auto-assigns a bundled model)
- Offline PoseReplayer — play back recorded JSON without a camera or model
- Timeline track + clip for deterministic pose playback
- Gesture Input Driver — expose T-pose, hands-up, arms-crossed, wave, and more as Input System actions
- Pose Live Comparison component for reference-clip matching
- PoseRecorder with in-editor scrub / step / speed UI
Content Includes:
- Example ONNX models (PoseNet-v2 family: Nano, Small, Medium, Large, XLarge)
- Seven example scenes: Real-time Detection, Video Input, Squat Counter, Pose Recorder, Pose Replayer, Gesture Detector, Stance Estimator
- Ready-to-use prefabs for drag-and-drop integration
- Comprehensive scripting API for custom model integration
Made by Yasin Shabani Varaki aka MrFresheyPAX
Universal Model Support:
- Compatible with ANY COCO pose-segmentation keypoint format model
- Auto-detects End-to-End [1, N, 57] and Anchor-based [1, 56, N] output layouts
- Pre-configured for all 17 COCO standard keypoints
- Three declarative normalization modes (Unit01, Byte255, ImageNet)
- Example ONNX models included
- One-click model swap from the Inspector; hot-swap at runtime without stale callbacks
Accuracy & Tracking (new in v2):
- Letterbox preprocessing with gray padding — correct results on non-square cameras
- Inverse coordinate mapping so keypoints always come back in source-frame pixels
- Test-time horizontal-flip augmentation with anatomical left/right swap
- Per-keypoint confidence thresholds
- OKS (Object Keypoint Similarity) NMS using COCO sigmas
- Multi-person tracking via Hungarian matching with augmented cost (torso distance + bbox-IoU + OKS + velocity)
- Constant-velocity predictor so tracks survive short occlusions
- Tentative → Confirmed state machine for flicker-free tracking IDs
- Plug-in interface for custom appearance-based re-identification
Key Applications:
- Fitness and workout tracking (squat counter included)
- Interactive games with body movement input
- Motion capture and pose-driven animation
- AR/VR body tracking
- Gesture-driven UI (virtual Input System device — bind gestures like any button)
- Deterministic replays for QA, cutscenes, and Timeline-driven demos
Fully Customizable:
- Complete source code included for custom implementations
- Modular architecture — swap input sources, inference, parsing, smoothing, or visualizer independently
- Extensive configuration exposed in the Inspector for performance tuning
- Runtime (and Editor) assembly definitions for fast compile times
- Profiler markers on every pipeline stage for targeted optimization
- Cross-platform deployment including Android
Tooling (new in v2):
- One-click editor menu scaffolds under GameObject → Pose Detection (auto-assigns a bundled model)
- Offline PoseReplayer — play back recorded JSON without a camera or model
- Timeline track + clip for deterministic pose playback
- Gesture Input Driver — expose T-pose, hands-up, arms-crossed, wave, and more as Input System actions
- Pose Live Comparison component for reference-clip matching
- PoseRecorder with in-editor scrub / step / speed UI
Content Includes:
- Example ONNX models (PoseNet-v2 family: Nano, Small, Medium, Large, XLarge)
- Seven example scenes: Real-time Detection, Video Input, Squat Counter, Pose Recorder, Pose Replayer, Gesture Detector, Stance Estimator
- Ready-to-use prefabs for drag-and-drop integration
- Comprehensive scripting API for custom model integration
Made by Yasin Shabani Varaki aka MrFresheyPAX