# hz-unity-face-tracking

> Claude/Codex skill by [@meta-quest](https://omgskills.com/library/meta-quest/index.md) · 231 stars · Updated 2026-09-24

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.

Tags: adb, agent-skills, cli, dev-tools, horizon-os, mcp, mcp-server, meta, meta-quest, mixed-reality, model-context-protocol, quest, skills, vr

## Install

```sh
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).

## Links

- HTML page: https://omgskills.com/library/meta-quest/agentic-tools/skills/hz-unity-face-tracking/
- GitHub: https://github.com/meta-quest/agentic-tools
- Author: [@meta-quest](https://omgskills.com/library/meta-quest/index.md)

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