hz-unity-face-tracking
Installation
SKILL.md
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 Quest. 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 Quest 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 Quest".
- Target device: Quest Pro, Quest 3, Quest 3S (Quest 2 is no-op — no face cameras).