For Developers

Bring full-body interaction to your game.

Bring full-body interaction to your game.

BodyLink is a TV-first motion platform. The Unity SDK is currently in private beta with body tracking, gesture input, multiplayer support, and sample scenes for fast prototyping.

BodyLink system and app store

See It In Action

See the latest hardware update and 3rd party games

BodyLink Kickstarter Update

Hardware update — February 2026

For game developers

If you already ship in Unity, BodyLink adds body tracking, gesture input, and local multiplayer through one SDK. Existing motion-heavy projects, party games, and TV-first ports are a natural fit.

For creators & tinkerers

BodyLink runs Android, so you can load APK builds, experiment with tracking APIs, and prototype beyond traditional games. Custom gesture detectors let you adapt the input stack to your project.

Engineering support

Start your engines.

Unity access is available through the current private beta. More engines and runtimes are on the roadmap.

Unity

Available Now

The current SDK for BodyLink development. It includes body tracking, gesture input, multiplayer helpers, cursor control, and sample scenes.

BodyLink Unity SDK sample scene
Full-body pose tracking (2D + 3D)
Hand gestures & swipe detection
Head nod, shake & look detection
Jump, arm raise & lane switching
2-player simultaneous tracking
Hand-based cursor & UI control
Body segmentation / cutout
Auto-calibration with custom modes
23 sample scenes included
Custom gesture scripting
Get the SDK

Web / JavaScript

Private Alpha

Browser-based SDK for web games and interactive experiences using WebSocket or WebRTC.

TypeScript supportWebSocket streamingThree.js integration
Request Access

Unreal Engine

Planned

Next in line if partner demand is strong. We are scoping Blueprint-friendly integration and native APIs.

Join Waitlist

Godot

Exploring

Under consideration for teams that want a lightweight open-source stack.

Join Waitlist

Native Android

Planned

For teams that want direct Android access without going through a game engine.

Join Waitlist

Getting Started

From blank scene to first interaction.

Add the prefab, subscribe to input, press play. The SDK handles calibration and starts tracking.

1

Drop in the prefab

Add the Bodylink prefab to initialize tracking, input, and default calibration.

// No code needed for step 1
// Just drag → drop → done

2

Listen for gestures

Use the unified input event to receive the gesture name, player index, and parameters.

Bodylink.Instance.inputEvents
  .OnGestureDetection += 
  (player, gesture, args) =>
  {
    // "Jump", "ArmRaise", etc.
  };
3

Hit play

Press play. The SDK calibrates and starts streaming input with no extra setup.

BodyLink hardware

System + controllers ready to track

Real Code

What integration looks like.

Representative snippets from the SDK, request access to dig in.

Subscribe to the unified gesture event. Multiplayer events include the player index.

// Subscribe to the unified gesture event
Bodylink.Instance.inputEvents
  .OnGestureDetection += (playerIndex, name, args) =>
{
    switch (name)
    {
        case "Jump":
            float height = (float)args[0];
            character.Jump(height);
            break;

        case "ArmRaise":
            Side side = (Side)args[0];
            float level = (float)args[1];
            character.RaiseShield(side);
            break;

        case "BodyMoveLeft":
            character.SwitchLane(-1);
            break;
    }
};

C# / Unity · Request SDK Access →

What You Get

Input layers from raw data to gameplay events.

Start with higher-level gestures or drop down to tracked landmarks, calibration, and player data when you need more control.

Full-Body Tracking

Full-Body Tracking

Pose landmarks and skeleton data for the whole body, available in 2D and 3D with raw and smoothed variants.

Hand Gestures

Swipe detection plus static hand poses such as fist, open palm, pointing, thumbs up, victory, and more.

Head Gestures

Nods, head shakes, and directional look input for menus, prompts, and lightweight interactions.

Body Movements

Jump detection, arm raises, and side-to-side body movement for rhythm, fitness, and action mechanics.

2-Player Multiplayer

2-Player Multiplayer

Track two camera-based players in the same session with separate calibration and event routing.

Cursor & UI Control

Hand-tracked cursor input with pinch-to-click support for standard Unity UI.

Body Segmentation

Extract a player silhouette from the camera feed for mixed-reality-style scenes and effects.

4-Player Multiplayer

4-Player Multiplayer

Controller Tracking

Supported games can use up to four controllers for local multiplayer, with per-player identity and calibration.

Developer Onboarding

How publishing on BodyLink works.

From approval to store launch, here is the current process for partner studios.

Setup
01

Sign NDA & Get Access

Access docs, builds, and partner support once your developer signup is approved.

Build
02

Test the Unity SDK

Download the SDK, review the sample scenes, and validate fit for your project.

03

Integrate into Your Game

Add tracking, gesture input, or controller support to your game.

Submit
04

Submit APK for Hardware Testing

Send us your build so we can run it on current BodyLink hardware.

05

Submit Store Assets

Provide screenshots, store copy, and metadata for the listing.

Preparation
06

Final Approval

Address any certification, compatibility, or launch-checklist issues we flag.

Launch
07

Launch on BodyLink

GO LIVE

Your game goes live. Players worldwide.

Interested in the launch program?

Tell us what you're building. If it fits the current program, we'll follow up with SDK access, hardware details, and support options.

Talk to the Dev Team

Launch Title Program

Why build for BodyLink.

For the right launch partners, the program combines favorable terms with early platform support on a TV-first motion platform.

Up to 90% Revenue Share

90%

Up to 90% Revenue Share

For approved launch titles, year-one rev share can reach 90%, then 80% after that.

Store and Event Featuring

Launch Title

Store and Event Featuring

Selected launch titles can be featured in the store, trailers, and live demos.

Early SDK & Dev Kit

Eligible partners may receive earlier SDK drops and hardware access as inventory allows.

Press Coverage

Selected partners may be included in developer spotlights, campaigns, and launch materials.

Trade Show Demos

Showcase-ready titles may be considered for demos at events such as GDC, Gamescom, and TGS.

Founding Studio Recognition

Launch partners can receive early-platform recognition inside the BodyLink ecosystem.

Audience & Coverage

Rebuff Reality Product Reviewers

These numbers come from Rebuff Reality's existing audience, creator relationships, and press coverage, giving BodyLink a strong launch runway.

300M+

Views Across Channels

500k

Units Sold

3,000

Kickstarter Backers (All Projects)

Featured creators — 16M+, 3M+, 5M+, and 18M+ followers

Screenshots from actual Rebuff Reality product reviews on YouTube

Featured in TechCrunch, PC Gamer, The Verge, CNET, Rolling Stone, and more