In Unity, is there any way to get a specific joint information, via API/script without having to get that value directly from the Avatar/Armature's skeleton joint?
In my case, I do not need a virtual representation for my player, but I still want to know their joint poses. Is the only way to get the joint pose information is to set up/map out an avatar, retarget the user's joints to it, and then removing that avatar from rendering (deactivate the "Geometry" game object), to hide it from the user's view? Also, it seems unnecessary (waste of processing and memory resources) to run the entire retargeting layer script (found on the sample's "ArmatureSkinningUpdateRetargetUserUpperBody" game object) if I don't need any of the joints retargeted and I only need specific joint information.
I looked through the "Body Tracking for Movement SDK for Unity", "Movement SDK for Unity - Getting Started", Unity-Movement GitHub repository, and some YouTube tutorials on the topic (tutorial 1, tutorial 2), but I could not find anything to answer this question. The closest I found was when looking at the Native and OpenXR documentation, there is some information on creating a body tracker to get the current location of joints. Is there something similar for Unity? I could always rewrite the "Retargeting Layer" script to get only get specific joint pose information and not retarget anything onto an avatar, but it seems like something Meta would already have easily available.
To give some context as to why getting joint information may be useful here are some possible uses. Say you want to get the user's (physical/real-world body) chest and hip poses to determine if the user is either leaning forward or has actually moved forward or you want to know what direction the user's body is facing. These can be used to keep user's from moving forward when they haven't (i.e., stopping them from colliding with an object in front of them but allows them to reach over and grab something on top of that object) or using their chest/hip direction as the forward direction when controlling continuous locomotion (i.e., via joystick input), instead of using the user's head/camera direction or the controller's forward direction.