Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add meta-quest/agentic-tools --skill hz-unity-face-trackinggit clone --depth 1 https://github.com/meta-quest/agentic-toolsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/meta-quest/agentic-tools/hz-unity-face-tracking)<a href="https://agentmods.dev/skills/meta-quest/agentic-tools/hz-unity-face-tracking"><img src="https://agentmods.dev/badge/skills/meta-quest/agentic-tools/hz-unity-face-tracking/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/meta-quest/agentic-tools/hz-unity-face-tracking"><img src="https://agentmods.dev/badge/skills/meta-quest/agentic-tools/hz-unity-face-tracking.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00092 | $0.03791 |
| Opus 5.5 | $0.00037 | $0.01516 |
| Sonnet 5.5 | $0.00018 | $0.00758 |
| Haiku 4.5 | $0.00009 | $0.00379 |
Grade A, and why
hz-unity-face-tracking scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 28d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 233 lines — stays where its author put it; the contents beside it link to each section on GitHub.
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
- Quest face tracking-capable headset (Pro / 3 / 3S).
- Packages in
Packages/manifest.json:com.meta.xr.sdk.core(Meta XR Core — providesOVRFaceExpressions,OVRCustomFace)com.meta.xr.sdk.movement(Meta Movement SDK — A2E + retargeting helpers)
Assets/Oculus/OculusProjectConfig.asset(verify via Project Settings → Meta XR):faceTrackingSupport: 1(Supported) or2(Required)eyeTrackingSupport: 1if the rig has gaze
- Android manifest (
Assets/Plugins/Android/AndroidManifest.xml) permissions:<uses-feature android:name="oculus.software.face_tracking" android:required="false" /><uses-permission android:name="com.oculus.permission.FACE_TRACKING" /><uses-permission android:name="android.permission.RECORD_AUDIO" />(required for A2E)- For eye gaze:
oculus.software.eye_tracking+com.oculus.permission.EYE_TRACKING
- OVRCameraRig in the scene with
OVRManager.FaceTrackingDataSourcesincludingAudio(A2E) — if you skip Audio, mouth motion is visual-only.
After any change to OculusProjectConfig, regenerate the manifest (see Regenerating the manifest below).
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 28d ago Changed · +69 lines 76e977f86e29
- 1mo ago First seen · 164 lines · 92 tokens per session scan A 8147fed66fbb
hz-unity-face-tracking is a skill published in the GitHub repository meta-quest/agentic-tools (228 stars, last pushed 28d ago), licensed Apache-2.0. It adds 92 tokens to every session and 3,791 once invoked, about $0.0004 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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