├── .github
└── workflows
│ └── publish.yml
├── .gitignore
├── Assets
├── MoveNetMultiposeSample.cs
├── MoveNetMultiposeSample.cs.meta
├── MoveNetMultiposeSample.unity
├── MoveNetMultiposeSample.unity.meta
├── OneEuroFilter.cs
├── OneEuroFilter.cs.meta
├── Pose.cs
├── Pose.cs.meta
├── PoseVisualizer.cs
├── PoseVisualizer.cs.meta
├── runner.jpg
└── runner.jpg.meta
├── LICENSE
├── Packages
├── manifest.json
└── packages-lock.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── MemorySettings.asset
├── NavMeshAreas.asset
├── PackageManagerSettings.asset
├── Packages
│ └── com.unity.testtools.codecoverage
│ │ └── Settings.json
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── SceneTemplateSettings.json
├── TagManager.asset
├── TimeManager.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
├── VersionControlSettings.asset
└── XRSettings.asset
├── README.md
├── UserSettings
├── EditorUserSettings.asset
├── Layouts
│ ├── CurrentMaximizeLayout.dwlt
│ └── default-2021.dwlt
└── Search.settings
└── demo.gif
/.github/workflows/publish.yml:
--------------------------------------------------------------------------------
1 | name: Publish to NPM
2 |
3 | on:
4 | release:
5 | types: [published]
6 | workflow_dispatch:
7 |
8 | jobs:
9 | npm:
10 | runs-on: ubuntu-latest
11 | env:
12 | NODE_AUTH_TOKEN: ${{ secrets.NPM_TOKEN }}
13 | steps:
14 | - uses: actions/checkout@v2
15 | - uses: actions/setup-node@v2
16 | with:
17 | registry-url: 'https://registry.npmjs.org'
18 | - run: npm publish --access public
19 | working-directory: Packages/ai.natml.vision.movenet-multipose
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | # Unity
2 | .utmp/
3 | Library/
4 | Temp/
5 | obj/
6 | Logs/
7 | UserSettings/
8 |
9 | #vs
10 | *.csproj
11 | *.sln
12 |
13 | # IDE
14 | .vscode/
15 | .gradle/
16 | .vs/
17 | .idea/
18 |
19 | # Function
20 | ProjectSettings/Function.asset
21 |
22 | # NatML
23 | ProjectSettings/NatML.asset
24 | ProjectSettings/NatMLHub.asset
25 |
26 | # VideoKit
27 | ProjectSettings/VideoKit.asset
28 |
29 | # Misc
30 | .DS_Store
--------------------------------------------------------------------------------
/Assets/MoveNetMultiposeSample.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * MoveNet Multipose
3 | * Copyright © 2025 NatML Inc. All Rights Reserved.
4 | */
5 |
6 | using UnityEngine;
7 | using Function;
8 | using Newtonsoft.Json;
9 | using Newtonsoft.Json.Linq;
10 | using VideoKit;
11 | using Function.Types;
12 | using VideoKit.UI;
13 |
14 | [Function.Function.Embed(Tag)]
15 | public class MoveNetMultiposeSample : MonoBehaviour {
16 |
17 | [Header(@"Camera Preview")]
18 | public VideoKitCameraManager cameraManager;
19 | public VideoKitCameraView cameraView;
20 |
21 | [Header(@"Prediction")]
22 | public Texture2D image;
23 | public bool realtime;
24 |
25 | [Header(@"UI")]
26 | public PoseVisualizer visualizer;
27 |
28 | private Function.Function fxn;
29 |
30 | ///
31 | /// MoveNet Multipose predictor tag on Function.
32 | /// See https://fxn.ai/@natml/movenet-multipose
33 | ///
34 | private const string Tag = "@natml/movenet-multipose";
35 |
36 | private async void Start () {
37 | // Preload the predictor
38 | fxn = FunctionUnity.Create();
39 | await fxn.Predictions.Create(tag: Tag, inputs: new()); // Run this once
40 | // Listen for camera
41 | if (!realtime)
42 | DetectPoses(image);
43 | else {
44 | cameraView.OnCameraFrame.AddListener(OnCameraFrame);
45 | await cameraManager.StartRunningAsync();
46 | }
47 | }
48 |
49 | private void OnCameraFrame () => DetectPoses(cameraView.texture);
50 |
51 | private void DetectPoses (Texture2D image) {
52 | // Predict pose
53 | Prediction prediction = fxn.Predictions.Create(
54 | tag: Tag,
55 | inputs: new () { ["image"] = image.ToImage() }
56 | ).Result;
57 | Pose[] poses = (prediction.results[0] as JArray).ToObject(Pose.Serializer);
58 | // Visualize
59 | visualizer.Render(image, poses);
60 | }
61 | }
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/Assets/OneEuroFilter.cs:
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1 | /*
2 | * MoveNet Multipose
3 | * Copyright © 2023 NatML Inc. All Rights Reserved.
4 | */
5 |
6 | using System.Diagnostics;
7 | using UnityEngine;
8 |
9 | ///
10 | /// Implementation of the 1€ filter.
11 | /// https://hal.inria.fr/hal-00670496/document
12 | ///
13 | internal sealed class OneEuroFilter {
14 |
15 | #region --Client API--
16 |
17 | public OneEuroFilter (float cutoffFrequency = 0.5f, float beta = 3f, float derivativeCutoff = 1f) {
18 | this.cutoffFrequency = cutoffFrequency;
19 | this.beta = beta;
20 | this.derivativeCutoff = derivativeCutoff;
21 | this.watch = new Stopwatch();
22 | }
23 |
24 | public float[] Filter (float[] x) {
25 | // Shortcut
26 | if (xPrev == null) {
27 | xPrev = x;
28 | dxPrev = new float[x.Length];
29 | watch.Start();
30 | tPrev = (float)watch.Elapsed.TotalSeconds;
31 | return x;
32 | }
33 | // Compute factors
34 | var t = (float)watch.Elapsed.TotalSeconds;
35 | var deltaTime = t - tPrev;
36 | var alphaD = ComputeAlpha(deltaTime, derivativeCutoff);
37 | for (var i = 0; i < x.Length; i++) {
38 | // Filter first derivative
39 | var dx = (x[i] - xPrev[i]) / deltaTime;
40 | dxPrev[i] = Mathf.Lerp(dxPrev[i], dx, alphaD);
41 | // Filter signal
42 | var cutoff = Mathf.Abs(dxPrev[i]) * beta + cutoffFrequency;
43 | var alpha = ComputeAlpha(deltaTime, cutoff);
44 | xPrev[i] = Mathf.Lerp(xPrev[i], x[i], alpha);
45 | }
46 | tPrev = t;
47 | return xPrev;
48 | }
49 | #endregion
50 |
51 |
52 | #region --Operations--
53 | public readonly float cutoffFrequency;
54 | public readonly float beta;
55 | public readonly float derivativeCutoff;
56 |
57 | private readonly Stopwatch watch;
58 | private float[] xPrev, dxPrev;
59 | private float tPrev;
60 |
61 | private static float ComputeAlpha (float deltaTime, float cutoffFrequency) {
62 | var r = 2f * Mathf.PI * cutoffFrequency * deltaTime;
63 | return r / (r + 1f);
64 | }
65 | #endregion
66 | }
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/Assets/Pose.cs:
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1 | #nullable enable
2 |
3 | using System;
4 | using Newtonsoft.Json;
5 | using Newtonsoft.Json.Linq;
6 | using UnityEngine;
7 |
8 | ///
9 | /// See https://fxn.ai/@natml/movenet-multipose for the pose schema.
10 | ///
11 | public sealed class Pose {
12 |
13 | #region --Fields--
14 | public float score;
15 | public Rect rect;
16 | public Vector3 nose;
17 | public Vector3 leftEye;
18 | public Vector3 rightEye;
19 | public Vector3 leftEar;
20 | public Vector3 rightEar;
21 | public Vector3 leftShoulder;
22 | public Vector3 rightShoulder;
23 | public Vector3 leftElbow;
24 | public Vector3 rightElbow;
25 | public Vector3 leftWrist;
26 | public Vector3 rightWrist;
27 | public Vector3 leftHip;
28 | public Vector3 rightHip;
29 | public Vector3 leftKnee;
30 | public Vector3 rightKnee;
31 | public Vector3 leftAnkle;
32 | public Vector3 rightAnkle;
33 | #endregion
34 |
35 |
36 | #region --Serializer--
37 | ///
38 | /// The prediction function returns a JSON array, but we want to create fully-typed C# objects.
39 | /// To do so, we use a custom JsonSerializer that knows how to deserialize the JSON array into `Pose` objects.
40 | /// The serializer also helps us invert the Y coordinate of returned points, because in Unity +y foes from bottom to top.
41 | /// See https://fxn.ai/@natml/movenet-multipose for the pose schema.
42 | /// See https://www.newtonsoft.com/json/help/html/CustomJsonConverterGeneric.htm for creating custom converters.
43 | ///
44 | public static readonly JsonSerializer Serializer = CreateSerializer();
45 |
46 | private static JsonSerializer CreateSerializer () {
47 | JsonSerializer serializer = new JsonSerializer();
48 | serializer.Converters.Add(new Vector3Converter());
49 | serializer.Converters.Add(new RectConverter());
50 | return serializer;
51 | }
52 | #endregion
53 |
54 |
55 | #region --Converters--
56 |
57 | public sealed class RectConverter : JsonConverter {
58 |
59 | public override bool CanConvert (Type objectType) => objectType == typeof(Rect);
60 |
61 | public override object ReadJson (JsonReader reader, Type _, object? existing, JsonSerializer __) {
62 | var obj = JObject.Load(reader);
63 | var width = obj["width"]!.ToObject();
64 | var height = obj["height"]!.ToObject();
65 | var x = obj["x"]!.ToObject();
66 | var y = 1f - obj["y"]!.ToObject() - height;
67 | return new Rect(x, y, width, height);
68 | }
69 |
70 | public override void WriteJson (JsonWriter writer, object? value, JsonSerializer _) {
71 | var rect = (Rect)value!;
72 | var obj = new JObject {
73 | ["x"] = rect.x,
74 | ["y"] = rect.y,
75 | ["width"] = rect.width,
76 | ["height"] = rect.height
77 | };
78 | obj.WriteTo(writer);
79 | }
80 | }
81 |
82 | public sealed class Vector3Converter : JsonConverter {
83 |
84 | public override bool CanConvert (Type objectType) => objectType == typeof(Vector3);
85 |
86 | public override object ReadJson (JsonReader reader, Type _, object? existing, JsonSerializer __) {
87 | var obj = JObject.Load(reader);
88 | return new Vector3(
89 | obj["x"]!.ToObject(),
90 | 1f - obj["y"]!.ToObject(),
91 | obj["score"]!.ToObject()
92 | );
93 | }
94 |
95 | public override void WriteJson (JsonWriter writer, object? value, JsonSerializer _) {
96 | var vector = (Vector3)value!;
97 | var obj = new JObject {
98 | ["x"] = vector.x,
99 | ["y"] = vector.y,
100 | ["score"] = vector.z
101 | };
102 | obj.WriteTo(writer);
103 | }
104 | }
105 | #endregion
106 | }
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/Assets/PoseVisualizer.cs:
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1 | /*
2 | * MoveNet Multipose
3 | * Copyright © 2024 NatML Inc. All Rights Reserved.
4 | */
5 |
6 | using System.Collections.Generic;
7 | using UnityEngine;
8 | using UnityEngine.UI;
9 |
10 | ///
11 | /// Pose visualizer.
12 | /// This visualizer uses visualizes the pose keypoints overlaid on a UI panel.
13 | ///
14 | [RequireComponent(typeof(RawImage), typeof(AspectRatioFitter))]
15 | public sealed class PoseVisualizer : MonoBehaviour {
16 |
17 | #region --Inspector--
18 | public Image bodyRect;
19 | public RectTransform keypoint;
20 | #endregion
21 |
22 |
23 | #region --Client API--
24 | ///
25 | /// Render detected poses.
26 | ///
27 | /// Body poses to render.
28 | public void Render (Texture texture, params Pose[] poses) {
29 | // Show texture
30 | var rawImage = GetComponent();
31 | var aspectFitter = GetComponent();
32 | rawImage.texture = texture;
33 | aspectFitter.aspectRatio = (float)texture.width / texture.height;
34 | // Delete current
35 | foreach (var rect in currentRects)
36 | GameObject.Destroy(rect.gameObject);
37 | foreach (var keypoint in currentKeypoints)
38 | GameObject.Destroy(keypoint.gameObject);
39 | currentRects.Clear();
40 | currentKeypoints.Clear();
41 | // Visualize
42 | foreach (var pose in poses) {
43 | // Render bounding rect
44 | var poseUI = Instantiate(bodyRect, transform);
45 | poseUI.gameObject.SetActive(true);
46 | VisualizeRect(pose, poseUI);
47 | currentRects.Add(poseUI);
48 | // Render keypoints
49 | foreach (var point in new [] {
50 | pose.nose, pose.leftEye, pose.rightEye, pose.leftEar, pose.rightEar,
51 | pose.leftShoulder, pose.rightShoulder, pose.leftElbow, pose.rightElbow,
52 | pose.leftWrist, pose.rightWrist, pose.leftHip, pose.rightHip, pose.leftKnee,
53 | pose.rightKnee, pose.leftAnkle, pose.rightAnkle
54 | }) {
55 | var keypointUI = Instantiate(keypoint, transform);
56 | keypointUI.gameObject.SetActive(true);
57 | VisualizeAnchor(point, keypointUI);
58 | currentKeypoints.Add(keypointUI);
59 | }
60 | }
61 | }
62 | #endregion
63 |
64 |
65 | #region --Operations--
66 | private readonly List currentRects = new List();
67 | private readonly List currentKeypoints = new List();
68 |
69 | private void VisualizeRect (Pose pose, Image prefab) {
70 | var rectTransform = prefab.transform as RectTransform;
71 | var imageTransform = transform as RectTransform;
72 | rectTransform.anchorMin = 0.5f * Vector2.one;
73 | rectTransform.anchorMax = 0.5f * Vector2.one;
74 | rectTransform.pivot = Vector2.zero;
75 | rectTransform.sizeDelta = Vector2.Scale(imageTransform.rect.size, pose.rect.size);
76 | rectTransform.anchoredPosition = Rect.NormalizedToPoint(imageTransform.rect, pose.rect.position);
77 | }
78 |
79 | private void VisualizeAnchor (Vector2 point, RectTransform anchor) {
80 | var imageTransform = transform as RectTransform;
81 | anchor.anchorMin = 0.5f * Vector2.one;
82 | anchor.anchorMax = 0.5f * Vector2.one;
83 | anchor.pivot = 0.5f * Vector2.one;
84 | anchor.anchoredPosition = Rect.NormalizedToPoint(imageTransform.rect, point);
85 | }
86 | #endregion
87 | }
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1 | # MoveNet Multipose
2 | [MoveNet](https://blog.tensorflow.org/2021/05/next-generation-pose-detection-with-movenet-and-tensorflowjs.html) multiple body pose detection from Google MediaPipe.
3 |
4 | 
5 |
6 | ## Predicting Poses in an Image
7 | [Install Function](https://docs.fxn.ai) in your Unity project then create a Function client:
8 | ```csharp
9 | using Function;
10 | using Newtonsoft.Json;
11 | using Newtonsoft.Json.Linq;
12 |
13 | // Create a Function client
14 | var fxn = FunctionUnity.Create();
15 | ```
16 |
17 | Then predict the poses in an image:
18 | ```csharp
19 | // Predict poses
20 | var prediction = await fxn.Predictions.Create(
21 | tag: "@natml/movenet-multipose",
22 | inputs: new () { ["image"] = image.ToImage() }
23 | );
24 | var poseObjects = prediction.results[0] as JArray;
25 | ```
26 |
27 | Finally, parse the detected poses with the `Pose` struct:
28 | ```csharp
29 | // Parse the detected poses
30 | Pose[] poses = poseObjects.ToObject(Pose.Serializer);
31 | ```
32 |
33 | > [!NOTE]
34 | > [Check out the schema](https://fxn.ai/@natml/movenet-multipose) of the returned poses.
35 |
36 | ## Requirements
37 | - Unity 2022.3+
38 |
39 | ## Supported Platforms
40 | - Android API level 24+
41 | - iOS 14+
42 | - macOS 12+ (Apple Silicon and Intel)
43 | - Windows 10+ (64-bit only)
44 | - WebGL:
45 | - Chrome 91+
46 | - Firefox 90+
47 | - Safari 16.4+
48 |
49 | ## Resources
50 | - Join the [Function community on Discord](https://natml.ai/community).
51 | - See the [Function documentation](https://docs.fxn.ai).
52 | - Check out [Function on GitHub](https://github.com/fxnai).
53 | - Email support at [hi@fxn.ai](mailto:hi@fxn.ai).
54 |
55 | Thank you very much!
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/UserSettings/Search.settings:
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1 | trackSelection = true
2 | refreshSearchWindowsInPlayMode = false
3 | fetchPreview = true
4 | defaultFlags = 0
5 | keepOpen = false
6 | queryFolder = "Assets"
7 | onBoardingDoNotAskAgain = true
8 | showPackageIndexes = false
9 | showStatusBar = false
10 | scopes = {
11 | }
12 | providers = {
13 | packages = {
14 | active = true
15 | priority = 90
16 | defaultAction = null
17 | }
18 | adb = {
19 | active = false
20 | priority = 2500
21 | defaultAction = null
22 | }
23 | asset = {
24 | active = true
25 | priority = 25
26 | defaultAction = null
27 | }
28 | find = {
29 | active = true
30 | priority = 25
31 | defaultAction = null
32 | }
33 | log = {
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35 | priority = 210
36 | defaultAction = null
37 | }
38 | profilermarkers = {
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41 | defaultAction = null
42 | }
43 | performance = {
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46 | defaultAction = null
47 | }
48 | store = {
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50 | priority = 100
51 | defaultAction = null
52 | }
53 | scene = {
54 | active = true
55 | priority = 50
56 | defaultAction = null
57 | }
58 | }
59 | objectSelectors = {
60 | }
61 | recentSearches = [
62 | ]
63 | searchItemFavorites = [
64 | ]
65 | savedSearchesSortOrder = 0
66 | showSavedSearchPanel = false
67 | hideTabs = false
68 | expandedQueries = [
69 | ]
70 | queryBuilder = false
71 | ignoredProperties = "id;name;classname;imagecontentshash"
72 | helperWidgetCurrentArea = "all"
73 | disabledIndexers = ""
74 | minIndexVariations = 2
75 | findProviderIndexHelper = true
--------------------------------------------------------------------------------
/demo.gif:
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https://raw.githubusercontent.com/natmlx/movenet-multipose-unity/4cf8ec2ddee6e72206c4e2dfd8fb0ebf437bbb89/demo.gif
--------------------------------------------------------------------------------