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:
| Client | Use 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.

The typical flow
- Discover — your client connects to discovery and finds the available services.
- Subscribe — register for the streams you want (skeletons, objects, camera).
- Consume — receive frames continuously and apply them (drive a character, analyze, render).
Where to go next
- Connecting & service discovery — get a client online.
- Data model — skeletons, hands, objects, cameras, anchors.
- Services reference — every service and what it streams.
- Unity API · Unreal API.
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.
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