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meta-quest/agentic-tools132 installs

hz-unity-meta-movement-sdk-retargeting

Set up and tweak Meta Movement SDK (MSDK) retargeting for a character model. Use this whenever the user wants to retarget a humanoid FBX/prefab for Meta VR body tracking, generate a retargeting config, or hand-edit the resulting `<asset>.json` (fix known-joint mappings, exclude joints from auto-mapping, rename target joints, adjust per-joint mapping weights, change a mapping behavior to twist/childAlignedTwist, edit T-pose values). The headless entry point is `Meta.XR.Movement.Editor.MSDKUtilityEditor.RunDefaultRetargetingSetup(GameObject asset)` — call it against a live Editor with unity-cli first, then hand-edit if needed. **Skip** if the user is editing runtime retargeting code, the source `OVRSkeletonData.json`, or non-MSDK files.

How do I install this agent skill?

npx skills add https://github.com/meta-quest/agentic-tools --skill hz-unity-meta-movement-sdk-retargeting
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    The skill provides a workflow and technical instructions for configuring Meta Movement SDK retargeting in Unity. It includes a C# script for generating configuration files using reflection to interface with the SDK's editor tools. No security issues were detected.

  • Socketpass

    No alerts

  • Snykpass

    Risk: LOW · No issues

What does this agent skill do?

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:

  1. Generate the default config by calling Meta.XR.Movement.Editor.MSDKUtilityEditor.RunDefaultRetargetingSetup(GameObject asset, string customDataSourcePath = null) against a live Editor with unity-cli. 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)
  2. Inspect the generated JSON to verify joint mappings look right.
  3. 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 with unity-cli

run_script compiles against every loaded assembly, so the Meta.* Editor namespace is directly referenceable — call the method normally, no reflection:

// AgentScripts/RunRetargetingSetup.cs
using Meta.XR.Movement.Editor;
using UnityEditor;
using UnityEngine;

public static class RunRetargetingSetup
{
    public static string Run(string assetPath)
    {
        var asset = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
        if (asset == null) return $"ERROR: asset not found at {assetPath}";

        MSDKUtilityEditor.RunDefaultRetargetingSetup(asset, null);

        var jsonPath = System.IO.Path.ChangeExtension(assetPath, ".json");
        return $"done; config at {jsonPath} (exists: {System.IO.File.Exists(jsonPath)})";
    }
}
unity status --format json          # look for state "ready"
unity command run_script --file AgentScripts/RunRetargetingSetup.cs \
  --entry RunRetargetingSetup.Run --args '["Assets/MyChar/MyChar.fbx"]' --format json

Keep the .cs outside Assets/ (the path is relative to the project root) so writing it triggers no import or domain reload. See the unity-cli skill for connecting and --project-path; the reflection-based MCP version is in references/unity-mcp-fallback.md.

Notes:

  • RunDefaultRetargetingSetup is non-destructive - if a JSON already exists, it loads and re-runs the per-step replay; user-made target.knownJoints and source.autoMappingJointData edits survive (see the "Re-running setup" table at the bottom).
  • The asset must live under Assets/ or in an embedded package. Calling it on an immutable package asset can trigger Unity's "save changes to immutable package?" modal dialog, which blocks the request — copy the asset into Assets/ first.

When to hand-edit the JSON

The defaults are usually 80–95% right. Common reasons to hand-edit afterwards:

  • The auto-detector picked the wrong bone for a known joint (e.g. chest mapped to a spine bone, or wrist mapped to a wrist-twist bone).
  • Source-side joints like LeftHandPalm or *WristTwist are bleeding into target hand mappings and causing jitter.
  • The model's bones use a non-standard naming convention (mixamorig:Hips, bn_pelvis_C_001) and you want to clean up the joint names.
  • You want to manually tune weightPosition / weightRotation for a specific joint, or change a mapping behavior to twist / childAlignedTwist.
  • Character floats above ground / penetrates floor (T-pose root height fix).
  • Character skews/shears when scaled down (oversized rig — fix the FBX import scale, not the JSON; see "Fix a model that skews when scaled down").

The JSON drives runtime retargeting. The same skeleton-name strings appear across many sections — edit them all consistently or the native loader will silently produce broken mappings.

Top-level layout

{
  "name": "<character name>",
  "config":  { version, coordinateSpace }
  "source":  { format, joints, manifestations, autoMappingJointData, knownJoints, hierarchy, tposeMin, tposeMax, tpose }
  "target":  { format, joints, knownJoints, hierarchy, tposeMin, tposeMax, tpose }
  "mapping": { min: { <targetJoint>: <mappingEntry> }, max: { ... } }
}
  • source — the Meta VR body tracking skeleton (typically OVR FullBody, ~84 joints). Joint names are fixed (e.g. LeftHandWrist, Hips); usually leave alone.
  • target — the user's character rig. Joint names come from the model's bone hierarchy (e.g. Left_Hand, Hips, Skeleton).
  • mapping — for each target joint, a weighted list of source joints that drive it. min is for the smallest body scale, max for the largest. The retargeter blends between them at runtime based on the user's height.

Joint names: where the same string must appear

A joint name (e.g. "Right_UpperArm") referenced inconsistently across sections will break the rig. When renaming/removing a target joint, update all of these:

SectionWhat it contains
target.joints[]The flat list of all joint names
target.knownJointsMaps semantic role → joint name (e.g. "hips": "Hips")
target.hierarchyMaps "<child>": "<parent>"
target.tpose, target.tposeMin, target.tposeMaxPer-joint position+rotation, keyed by joint name
mapping.min, mapping.maxTop-level keys ARE target joint names; nested target.mappings keys also reference target joint names

What users most commonly tweak

1. Fix a known-joint binding (most common)

The auto-detection sometimes picks the wrong bone (e.g. Right_HandTwist instead of Right_Hand, or attaches chest to a spine joint instead of the chest). Fix by editing target.knownJoints:

"target": {
  "knownJoints": {
    "root": "Skeleton",
    "hips": "Hips",
    "rightUpperArm": "Right_UpperArm",
    "leftUpperArm": "Left_UpperArm",
    "rightWrist": "Right_Hand",          // ← corrected
    "leftWrist": "Left_Hand",
    "chest": "UpperChest",                // ← corrected (was "Chest")
    "neck": "Neck",
    "rightUpperLeg": "Right_UpperLeg",
    "leftUpperLeg": "Left_UpperLeg",
    "rightAnkle": "Right_Foot",
    "leftAnkle": "Left_Foot"
  }
}

The 12 keys are the only valid ones (matches KnownJointType enum: root, hips, rightUpperArm, leftUpperArm, rightWrist, leftWrist, chest, neck, rightUpperLeg, leftUpperLeg, rightAnkle, leftAnkle). After editing this, the user typically also wants to re-run alignment — recommend they re-run MSDKUtilityEditor.RunDefaultRetargetingSetup on the asset (it will preserve the JSON and re-derive mappings).

2. Exclude a joint from auto-mapping

Useful when the auto-mapper ties a source twist/palm joint to an unwanted target joint. Add to source.autoMappingJointData (or target.autoMappingJointData for target-side exclusions):

"source": {
  "autoMappingJointData": {
    "LeftHandPalm":         { "excludeFromMapping": true },
    "LeftHandWristTwist":   { "excludeFromMapping": true },
    "RightHandPalm":        { "excludeFromMapping": true },
    "RightHandWristTwist":  { "excludeFromMapping": true },
    "LeftFootAnkleTwist":   { "excludeFromMapping": true },
    "RightFootAnkleTwist":  { "excludeFromMapping": true },
    "Some_Custom_Joint":    { "excludeFromTwistMappings": true }   // ← only twist mapping skipped
  }
}

Two flags exist (from AutoMappingJointFlags):

  • excludeFromMapping: true — joint is completely ignored when generating mappings
  • excludeFromTwistMappings: true — joint is still mapped normally but skipped when generating behavior: "twist" / "childAlignedTwist" entries

The keys' iteration order in this object is non-deterministic (native unordered map). Don't rely on it; same set of keys = equivalent config.

3. Tweak per-joint mapping weights

A mapping entry is keyed by the target joint name and lists source joints that drive it, each with weightPosition (0–1) and weightRotation (0–1). Both default to summing toward 1.0 across siblings, but the runtime normalizes — relative weights matter, not absolute.

"mapping": {
  "min": {
    "Left_Hand": {
      "type": "source",
      "behavior": "normal",
      "mappings": {
        "LeftHandWrist": { "weightPosition": 1.0, "weightRotation": 1.0 }
      }
    },
    "Hips": {
      "type": "source",
      "behavior": "normal",
      "mappings": {
        "Hips":          { "weightPosition": 0.234, "weightRotation": 1.0 },
        "SpineLower":    { "weightPosition": 0.256, "weightRotation": 0.0 },
        "LeftUpperLeg":  { "weightPosition": 0.121, "weightRotation": 0.0 },
        "RightUpperLeg": { "weightPosition": 0.121, "weightRotation": 0.0 }
      }
    }
  },
  "max": { /* same shape, different weights for max body scale */ }
}

Common tweaks:

  • Set weightRotation to 0 if you only want a source joint to influence position (or vice-versa).
  • Add a source joint to the mappings dict to give it influence over the target joint.
  • mapping.min and mapping.max are usually identical or close — set them the same when in doubt.

4. Change mapping behavior (normal / twist / childAlignedTwist)

Three legal values for behavior:

  • "normal" — direct weighted blend
  • "twist" — for source-side twist joints; aligns parent rotation through to the twist
  • "childAlignedTwist" — for target-side twist behavior; aligns from twist joint down to children

When a target joint has both source and target sub-mappings (e.g. for arm/leg twist), the entry has a different shape:

"Left_UpperArm": {
  "source": {
    "behavior": "normal",
    "mappings": {
      "LeftShoulder":  { "weightPosition": 0.086, "weightRotation": 0.086 },
      "LeftScapula":   { "weightPosition": 0.513, "weightRotation": 0.513 },
      "LeftArmUpper":  { "weightPosition": 0.402, "weightRotation": 0.402 }
    }
  },
  "target": {
    "behavior": "childAlignedTwist",
    "mappings": {
      "Left_LowerArm": { "weightPosition": 0.0, "weightRotation": 0.5 },
      "Left_UpperArm": { "weightPosition": 0.0, "weightRotation": 0.5 }
    }
  }
}

Note the structural difference from a "single" entry: no top-level type/behavior/mappings, instead a source block + a target block, each with its own behavior + mappings dict.

5. Remove a joint from the target rig

If a model has extra bones the source skeleton doesn't have (e.g. cape bones, weapon bones), exclude them from retargeting. The UI's − button on a leaf joint does this. To do it manually, remove the joint name from all of these:

  • target.joints[] — drop the string
  • target.hierarchy — drop the "<jointName>": "<parent>" entry, AND drop any entry whose value points to the removed joint (orphan check)
  • target.tpose, target.tposeMin, target.tposeMax — drop the entry
  • mapping.min, mapping.max — drop the entry keyed by the removed joint name; also drop any nested target.mappings.<jointName> reference
  • If the joint appeared in target.knownJoints, you've removed something semantically important — pick a replacement first

The runtime ignores joints absent from target.joints, so leaving stale entries elsewhere produces silent dead data. Always clean them up.

6. Edit T-pose values

tpose (unscaled), tposeMin (smallest scale), tposeMax (largest scale) are keyed by joint name and contain world-space position (xyz) + rotation (xyzw quaternion). All in root-origin space (parent = root joint).

"target": {
  "tpose": {
    "Hips": {
      "position": { "x": 0.0, "y": 0.981, "z": -0.016 },
      "rotation": { "x": 0.0, "y": 0.0, "z": 0.0, "w": 1.0 }
    }
  }
}

Common tweaks:

  • Adjust hip Y-position to fix character ground penetration / floating
  • Re-orient wrist rotation to match controller grip pose
  • Make tposeMin and tposeMax deliberately different to give the runtime a wider scale range

The unit is meters (per config.coordinateSpace.metersToUnitScale: 1.0). Quaternions are unit-length — preserve that when editing rotations.

7. Rename target joints to match a different skeleton naming convention

If the model's bones are named mixamorig:Hips but downstream tooling expects Hips, you can globally rename in the JSON without touching the FBX. Use replace_all: true on the Edit tool, but only within the target.* and mapping.min/mapping.max sections — never touch source.*, which uses the fixed OVR naming.

8. Switch the source skeleton format

Rare: changing source.format.skeletonFlags.noRotationCorrectionOnCoordConversion between true (X-Engine native skeletons like OVR) and false (FBX/GLTF). Don't change unless you're swapping in a non-OVR source.

9. Fix a model that skews when scaled down (oversized rig)

Symptom: the character retargets in roughly the right place, but body parts shear/skew — worst at the Min T-pose (small user / scaled-down). This is not a JSON mapping bug; it's a model-scale problem, and the fix is in the FBX import settings, not the config.

Why it happens: the runtime sizes a character with two independent levers — (a) per-joint retargeted positions (limb lengths, never clamped) and (b) a uniform root localScale that shrinks the mesh (thickness/skin). The root scale is clamped to SkeletonRetargeter._scaleRange, which defaults to (0.8, 1.2). If the FBX is authored far from human height, the scale the runtime needs falls below 0.8: the joints collapse to (e.g.) 30% spacing while the mesh can only shrink to 80%, so linear-blend skinning drags the oversized mesh across the shortened bones → skew. It's worst at Min because that's where the demanded scale is furthest below the 0.8 floor.

How to spot it: check the unscaled T-pose height in <asset>.json — target.tpose hip Y and overall span. A correct humanoid is ~1.5–2.0 m tall (hips ~0.9 m). A model that's ~2× that (e.g. 3.7 m tall, hips at ~2.1 m) will need a min/max scale of ~0.30–0.62, well outside (0.8, 1.2). Mixamo rigs (mixamorig: bone prefix) are a common offender, and they often import as Generic rather than Humanoid.

The fix (preferred — correct the authored scale): in the FBX ModelImporter, set Scale Factor so the rig lands at human height (targetHeight / currentHeight, e.g. 1.7 / 3.7 ≈ 0.46), AND set Rig → Animation Type to Humanoid. Then re-import the model and regenerate the config — both are required:

// AgentScripts/FixImportScale.cs
using UnityEditor;

public static class FixImportScale
{
    public static string Run(string path, float scale)
    {
        var importer = (ModelImporter)AssetImporter.GetAtPath(path);
        if (importer == null) return $"ERROR: no ModelImporter at {path}";

        importer.globalScale = scale;                          // targetHeight / currentHeight
        importer.useFileScale = false;                          // honor globalScale, not the FBX unit
        importer.animationType = ModelImporterAnimationType.Human;   // Humanoid
        importer.SaveAndReimport();                             // re-import with new settings
        return $"reimported {path} at globalScale={scale}";
    }
}
unity command run_script --file AgentScripts/FixImportScale.cs \
  --entry FixImportScale.Run --args '["Assets/MyChar/MyChar.fbx", 0.46]' --format json

THEN re-run RunDefaultRetargetingSetup (see above) to regenerate the T-pose/min/max from the now-correctly-scaled rig.

SaveAndReimport() triggers an asset import, so run the regeneration as a separate run_script call rather than chaining it in the same script.

After SaveAndReimport(), the on-disk T-pose changes, so the old <asset>.json is stale — you must re-run MSDKUtilityEditor.RunDefaultRetargetingSetup afterward. Re-verify the unscaled T-pose height is now human-sized.

Quick band-aid (only if you can't change the model): widen _scaleRange on the CharacterRetargeter component (e.g. (0.25, 1.5)) so the root scale isn't clamped. This stops the skew but leaves the rig running outside its design envelope (watch for foot sliding / IK offsets). Prefer fixing the import scale.

Validation

After editing, the user should:

  1. Reload in Unity — Unity auto-imports JSON. If it's malformed, the console shows JSON parse errors immediately.
  2. Reopen in the UI — Assets/Movement SDK/Body Tracking/Open Retargeting Configuration Editor on the model. The editor will silently fall back to defaults if a known joint is missing or a mapping references a non-existent joint, so look for warnings + inspect the bone foldout.
  3. Spot-check at runtime — drop the character into a scene with a CharacterRetargeter component (or use the existing MovementBody test scene) and verify limbs track correctly. Then confirm on a headset with live body tracking: deploy the test scene and stream metavr adb logcat --follow --tag Unity for retargeting warnings while moving.

The runtime tolerates extra unrecognized fields in the JSON, so additive edits are safe; the dangerous edits are removals and renames. Always cross-check joint name consistency across all sections (use grep -c "<oldName>" before and after to confirm a rename touched everything).

Sample workflow recipes

"The character's wrists are bent backwards in MR" → Wrong rightWrist / leftWrist known joint. Open the asset's JSON, fix target.knownJoints.rightWrist and .leftWrist to point to the actual hand bones (look at target.joints[] + target.hierarchy to find the right names), then re-run MSDKUtilityEditor.RunDefaultRetargetingSetup.

"Fingers are jittery" → The source has LeftHandPalm / RightHandPalm mapped into the target. Add them to source.autoMappingJointData with excludeFromMapping: true, then re-run setup.

"Character floats above ground" → Adjust target.tpose.<root>.position.y and target.tposeMin.<root>.position.y and target.tposeMax.<root>.position.y downward (often the rig has the root at hip-height instead of floor).

"Need to retarget a humanoid with non-standard bone names" → After running RunDefaultRetargetingSetup, fix target.knownJoints to point to the actual bone names. The auto-detector uses heuristics that fail on naming like bn_pelvis_C_001.

"Body parts skew / shear when scaled down (worst at Min T-pose)" → Oversized authored rig (often a Mixamo mixamorig: FBX). Check the unscaled T-pose height in the JSON; if it's ~2× human (e.g. 3.7 m), the needed root scale falls below the (0.8, 1.2) clamp. Set the FBX import Scale Factor to targetHeight / currentHeight (e.g. 0.46) and Animation Type to Humanoid, SaveAndReimport(), then re-run RunDefaultRetargetingSetup. See "Fix a model that skews when scaled down" above.

Re-running setup after edits

MSDKUtilityEditor.RunDefaultRetargetingSetup(asset) reuses the existing JSON when one is present (it doesn't recreate from scratch), but it does run GenerateMappings for the MinTPose/MaxTPose steps, which overwrites mapping.min / mapping.max. Survival summary:

EditSurvives re-run?
target.knownJoints (any of the 12 keys)Yes, if the joint name actually exists in the model's transform hierarchy. If you typo a name, the next re-run silently sets it to empty.
source.autoMappingJointData with excludeFromMapping: trueYes
source.autoMappingJointData with excludeFromTwistMappings: trueNo — SkeletonData.GenerateAutoMappingExcludedJointDataFromJointNameList only round-trips the Exclude flag. The twist-only exclusion gets dropped on re-run.
mapping.min / mapping.max weight tweaksNo — regenerated from scratch
target.tpose* position/rotation editsPartial — values are read into SkeletonData, but every step's UpdateConfig re-reads scene transforms via JointAlignmentUtility.UpdateTPoseData. Edits stick only if the model itself has those poses on disk, otherwise the scene values overwrite them.
Removing a joint cleanly (all sections)Yes — target.joints is the source of truth
Renaming target joints (consistent across all sections)Yes, same reasoning as above

So: do mapping-weight tweaks, twist-only exclusions, and ad-hoc T-pose tweaks last, after any final RunDefaultRetargetingSetup. For known-joints and exclude-from-mapping edits, re-run is fine.

Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.

<a href="https://skillzs.dev/skills/meta-quest/agentic-tools/hz-unity-meta-movement-sdk-retargeting">View hz-unity-meta-movement-sdk-retargeting on skillZs</a>