Skip to main content

SDK & API Reference — Overview

The AR 51 SDK lets your application consume live skeleton, object, and camera data and control scene elements. It's available for:

ClientUse it for
Unity SDK (C#)Unity games/apps, VR, virtual production
Unreal SDK (C++/Blueprint)Unreal projects, LiveLink, RenderStream
.NET (C#)Headless / desktop consumers
C++ (CVS)Native integrations
Python (PyCvs)Research, data pipelines, ML

Architecture

AR 51 components talk over gRPC and find each other through a registration/discovery layer (OMS). Your client doesn't hard-code every address — it discovers services and connects.

AR 51 service architecture: the OMS service registry, with CVS (skeletons, objects, cameras) and DGS (scene, anchors) registering with and discovered by your client SDK over gRPC

The typical flow

  1. Discover — your client connects to discovery and finds the available services.
  2. Subscribe — register for the streams you want (skeletons, objects, camera).
  3. Consume — receive frames continuously and apply them (drive a character, analyze, render).

Where to go next

Scope

This reference documents the public contract — what you call and what you receive. Internal implementation (CV/IK algorithms, wire-level proto internals) is intentionally not published.

Was this page helpful?