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

Read pinned source

Source commit 3a8553d10a5a1bd1bf9beaaa950243fbbed3b9ea

What was checked

Matches the observed repository HEAD
Yes
Scanner rules are current
No
Repository scan complete
No
Skill scan complete
No
Observed behavior
Not checked yet
Last checked
Nov 5, 2026

These are observations at the recorded commit, not a guarantee of safety. Review the source before running it.

Install this skill

Choose an agent in your Stack or copy a command below. Commands fetch the pinned commit and copy only this skill directory. Existing destinations are refused. Copying a command does not install anything.

An install command is unavailable: current rules, complete repository and skill scans, an eligible behavior level and a permitted license are required.

Repository context

Repository stars (not skill ratings)
247
Repository last updated
Sep 24, 2026
License
Apache-2.0

Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.

Files and excerpt

File metadata and permitted, redacted excerpts come from the recorded scan. Source links are pinned to that commit.

Browse files
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