hz-unity-meta-movement-sdk-retargeting
Installation
SKILL.md
MSDK Retargeting Config
Workflow: always start with the headless API
Don't hand-craft the JSON from scratch — the native side computes initial alignment, mappings, and T-pose data that would be tedious to write by hand. The right flow is:
- Generate the default config by calling
Meta.XR.Movement.Editor.MSDKUtilityEditor.RunDefaultRetargetingSetup(GameObject asset, string customDataSourcePath = null)via Unity MCP. This is the headless equivalent of clicking through the Retargeting Configuration Editor UI with all defaults (Next×3 → Validate → Done) and produces both artifacts:<asset>.json— the retargeting config (this skill targets this file)<asset>-metadata.asset— a small ScriptableObject linking the model to the JSON (rarely needs editing)
- Inspect the generated JSON to verify joint mappings look right.
- Hand-edit only if needed — the rest of this skill describes the JSON structure and the common tweaks.
The same RunDefaultRetargetingSetup API also backs the Assets/Movement SDK/Body Tracking/Run Default Retargeting Setup editor menu item, so a user who sees a project asset selected can trigger it from the menu too.
Calling it via Unity MCP
The Unity MCP Unity_RunCommand script runner can't see the Meta.* namespace from the wrapped harness; use reflection to invoke the public static method: