Individual skill
hz-unity-face-tracking
Drive ARKit-blendshape-rigged head/face models in Unity with the wearer's facial expressions on Meta VR via Meta Movement SDK (face tracking + A2E). Use when a user has an FBX with the 52 ARKit blendshapes (any prefix, _L/_R suffixes) and wants it to animate from face tracking on Quest Pro / Quest 3 / Quest 3S.
skills/hz-unity-face-tracking/SKILL.md
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- Last checked
- Nov 5, 2026
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- Sep 24, 2026
- License
- Apache-2.0
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- mcp Repository topic
- meta-quest Repository topic
- skills Repository topic
- vr Repository topic
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- dev-tools Repository topic
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- engineering Derived category
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SKILL.mdcore · 14,904 bytesSKILL.mdcore · 14,904 bytesSKILL.mdcore · 14,904 bytesSKILL.mdcore · 14,904 bytesSKILL.mdcore · 14,904 bytesreferences/ARKitEyeGazeBlendshapeDriver.csasset · 5,653 bytesreferences/ARKitOVRCustomFace.csasset · 7,301 bytes
Read excerpt
# Unity Face Tracking for ARKit-Rigged Models (Meta Movement SDK)
End-to-end recipe to make a head/face model rigged with the standard 52 ARKit blendshapes animate from the wearer's face on Meta VR. Uses the **public** `OVRCustomFace` extension hook — no `OVR_INTERNAL_CODE`, ships to 3P.
The model's blendshape names must follow the ARKit naming convention (camelCase, `_L`/`_R` suffixes, e.g. `eyeBlink_L`, `jawOpen`, `mouthSmile_R`). An optional prefix like `blendShape2.eyeBlink_L` is automatically stripped.
## When to use
- User has an FBX/GLB/mesh with ARKit-named blendshapes and wants it driven by Meta VR face tracking.
- User asks: "animate this head with my face", "drive these blendshapes from face tracking", "use Movement SDK A2E with my model", "wire ARKit shapes to Meta VR".
- Target device: Quest Pro, Quest 3, Quest 3S (Quest 2 is no-op — no face cameras).
## Prerequisites checklist