Adding Face and Eye Pose to a Meta Avatar
This topic explains how to enable Face and Eye Pose in Meta Quest Pro headsets and add it to Meta Avatars.
Compatibility
Face and Eye Pose is only available for Meta Quest Pro headsets.To use Face and Eye Pose with Avatars, the following are required:
Before installing a new SDK version, close Unity, delete the old SDK folder from your project, and then reopen the project.
Adding face and eye pose to an Avatar
This section provides information on how to add face and eye pose to an Avatar.
Find the avatar entity for which you would like to enable Face or Eye Pose, and click the circle on the references for Face Pose Behavior or Eye Pose Behavior respectively. Then, click the Scene tab. You should find a reference to the GameObject that hosts the OvrAvatarManager
, as well as the OvrAvatarFacePoseBehavior
and OvrAvatarEyePoseBehavior
. Alternatively, you can drag the GameObject
to the property.

When you set Face Pose Behavior and Eye Pose Behavior on OvrAvatarEntity
, the Unity app will prompt for face, eye tracking, and mic permissions when a user enters a scene with an Avatar for the first time.
To control when permission prompts appear, disable Automatically Request Permissions in your scene’s Ovr Avatar Manager property.
This prevents permission prompts from appearing right away. Call OvrAvatarManager.EnablePermissionRequests()
to prompt for permissions manually. This delay might be useful if, for example, your app loads the user’s first-person Avatars immediately, but you’d like to delay the permissions prompts until after the user completes setup and is ready to enter an area where their face and eyes are visible to other players. You can find the permission handling logic in OvrAvatarManager_Permissions.cs
.
To use eye and face tracking, users need to enable the feature in their Meta Quest Pro headsets.
- For Face Tracking, go to Settings > Movement Tracking > Natural Face Expressions > Enable.
- For Eye Tracking, go to Settings > Movement Tracking > Eye Tracking > Enable.