Version 2: Part 1

Last Updated: Nov 30, 2020

Previous: Part 4


In this post, we’ll make use of the VideoScreen we made in Part 1 by checking if the estimated key point locations align with the actual locations in the video. We’ll know everything is working as intended if the objects get placed in front of the target key points. If not, we’ll at least have a visual debugging tool to work out where we things went wrong.

Create Key Points

We need to create a separate GameObject for each of the 17 key points.

Create Container

In the Hierarchy tab, create an empty GameObject and name it Key Points. We’ll store the key point objects in here to keep things organized.

Optional: With Key Points selected, right-click the Transform component in the Inspector tab. Click Reset in the pop-up menu. This will reset the object’s position to the origin.


Create GameObjects

Right-click the Key Points object and select Sphere under 3D Object. This will create a nested GameObject inside Key Points.


Select the new Sphere object and press Ctrl-d to duplicate it. We’ll need 17 spheres total.

Rename the Sphere objects according to the table below.

Index Name
0 Nose
1 Left Eye
2 Right Eye
3 Left Ear
4 Right Ear
5 Left Shoulder
6 Right Shoulder
7 Left Elbow
8 Right Elbow
9 Left Wrist
10 Right Wrist
11 Left Hip
12 Right Hip
13 Left Knee
14 Right Knee
15 Left Ankle
16 Right Ankle



Resize GameObjects

Next, we’ll make the key point objects larger so that they’re easier to see. Select the Nose object in the Hierachy. Then, hold Shift and click RightAnkle to select all 17 objects at once.


We need to increase the X and Y values for the Scale parameter in the Inspector tab. Increasing them to 10 should be enough.


Change GameObject Material

The default color for a GameObject doesn’t stand out much against the background. We’ll make the key point objects yellow since it’s apparently really easy for humans to spot.

Create Yellow Material

Open the Materials folder in the Assets window. Right-click an empty space and select Material in the the Create sub-menu. Name the new material Yellow.


Change Material Color

With the Yellow material selected, click the small white box in the Inspector tab. A Color window should pop up.


Set the value for B to 0 in the Color window. This will change the color to pure yellow.


Make Material Unlit

We’ll change the Shader for the material to Unlit/Color.


Assign Yellow Material

Select all the key point objects in the Hierarchy tab. Then, drag and drop the Yellow material into the Inspector tab.


Map Key Point Locations

Now we can update the positions of the key point objects using the location data obtained from the PoseNet model. Ordinarily, we would implement this in a separate C# script. This script would access the keypointLocations[][] array in the PoseNet script. However, we’ll do it in the PoseNet script to keep things simple.

Create keypoints Variable

Open the PoseNet script and add a public GameObject array. Name the variable keypoints.


Assign the Key Point Objects

Select the PoseEstimator object in the Hierarchy tab. Then, click the small lock icon above the Inspector tab. This will lock the current selected object in the Inspector tab.


Make sure the Size value for the Keypoints variable is set to 0.


Select all the key point objects in the Hierarchy. Then, drag and drop them onto the Keypoints parameter in the Inspector tab.


Go ahead and unlock the Inspector tab by clicking the lock icon again.

Create minConfidence Variable

Next, we’ll add a public int variable. This variable will define the confidence threshold for deciding whether or not to display a given key point object. Name the variable minConfidence and set the default value to 70. You can add a Range attribute to create a slider in the Inspector tab. Set the range to [0, 100].


Create UpdateKeyPointPositions() Method

We need to define a new method to update the key point positions. Name the method UpdateKeyPointPositions().


Call the Method

We’ll call the method in Update() just after ProcessOutput().



We now have a useful debugging tool to gauge our model’s performance. In the next post, we’ll create a complete pose skeleton by drawing lines connecting the key point objects we made in this post.

GitHub Repository - Version 1

Next: Part 6