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.
Install
With your agent
Install OMGSkills skill "meta-quest/agentic-tools:skills/hz-unity-face-tracking" into this agent's normal skills directory: call the OMGSkills MCP get_install_plan tool for your agent and run the script it returns (it installs only the pinned commit and verifies SKILL.md), and stop if MCP or the pin is unavailable. Do not overwrite or change existing skills without asking me.
Manual command
git clone https://github.com/meta-quest/agentic-tools /tmp/agentic-tools && ln -s /tmp/agentic-tools/skills/hz-unity-face-tracking ~/.claude/skills/hz-unity-face-tracking
From README
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 OVRINTERNALCODE, ships to 3P. The model's blendshape names must follow the ARKit naming convention (camelCase, L/R suffixes, e.g. eyeBlinkL, jawOpen, mouthSmileR). An optional prefix like blendShape2.eyeBlinkL 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 Quest face tracking-capable headset (Pro / 3 / 3S).
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