Install
$ agentstack add skill-meta-quest-agentic-tools-hz-unity-meta-movement-sdk-retargeting ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
About
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:
- Generate the default config by calling
Meta.XR.Movement.Editor.MSDKUtilityEditor.RunDefaultRetargetingSetup(GameObject asset, string customDataSourcePath = null)via Unity MCP. This is the headless equivalent of clicking through the Retargeting Configuration Editor UI with all defaults (Next×3 → Validate → Done) and produces both artifacts:
.json— the retargeting config (this skill targets this file)-metadata.asset— a small ScriptableObject linking the model to the JSON (rarely needs editing)
- Inspect the generated JSON to verify joint mappings look right.
- 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 via Unity MCP
The Unity MCP Unity_RunCommand script runner can't see the Meta.* namespace from the wrapped harness; use reflection to invoke the public static method:
using UnityEngine;
using UnityEditor;
internal class CommandScript : IRunCommand
{
public void Execute(ExecutionResult result)
{
var asset = AssetDatabase.LoadAssetAtPath("Assets/MyChar/MyChar.fbx");
if (asset == null) { result.LogError("asset not found"); return; }
System.Type editorType = null;
foreach (var asm in System.AppDomain.CurrentDomain.GetAssemblies())
{
var t = asm.GetType("Meta.XR.Movement.Editor.MSDKUtilityEditor");
if (t != null) { editorType = t; break; }
}
var method = editorType.GetMethod("RunDefaultRetargetingSetup");
try { method.Invoke(null, new object[] { asset, null }); }
catch (System.Reflection.TargetInvocationException tie) {
result.LogError("RunDefaultRetargetingSetup failed: " + tie.InnerException);
return;
}
result.Log("done; config at " + AssetDatabase.GetAssetPath(asset).Replace(System.IO.Path.GetExtension(AssetDatabase.GetAssetPath(asset)), ".json"));
}
}
Notes:
- The harness wraps the script in
Unity.AI.Assistant.Agent.Dynamic.Extension.Editor, so a top-levelusing Meta.XR.Movement.Editor;won't compile — reflection is the workaround. - Avoid
using System.Reflection;at the top of the file (the harness's namespace wrap interacts badly with it). Use fully-qualifiedSystem.Reflection.MethodInfoetc. inline if you need the types. RunDefaultRetargetingSetupis non-destructive — if a JSON already exists, it loads and re-runs the per-step replay; user-madetarget.knownJointsandsource.autoMappingJointDataedits survive (see the "Re-running setup" table at the bottom).- The asset must live under
Assets/or in an embedded package. Calling on an immutable package asset via MCP can trigger Unity's "save changes to immutable package?" dialog and fail.
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.
chestmapped to a spine bone, orwristmapped to a wrist-twist bone). - Source-side joints like
LeftHandPalmor*WristTwistare 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/weightRotationfor a specific joint, or change a mappingbehaviortotwist/childAlignedTwist. - Character floats above ground / penetrates floor (T-pose root height fix).
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": "",
"config": { version, coordinateSpace }
"source": { format, joints, manifestations, autoMappingJointData, knownJoints, hierarchy, tposeMin, tposeMax, tpose }
"target": { format, joints, knownJoints, hierarchy, tposeMin, tposeMax, tpose }
"mapping": { min: { : }, max: { ... } }
}
source— the Meta Quest 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.minis for the smallest body scale,maxfor 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:
| Section | What it contains | |---|---| | target.joints[] | The flat list of all joint names | | target.knownJoints | Maps semantic role → joint name (e.g. "hips": "Hips") | | target.hierarchy | Maps "": "" | | target.tpose, target.tposeMin, target.tposeMax | Per-joint position+rotation, keyed by joint name | | mapping.min, mapping.max | Top-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 mappingsexcludeFromTwistMappings: true— joint is still mapped normally but skipped when generatingbehavior: "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
weightRotationto 0 if you only want a source joint to influence position (or vice-versa). - Add a source joint to the
mappingsdict to give it influence over the target joint. mapping.minandmapping.maxare 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 stringtarget.hierarchy— drop the"": ""entry, AND drop any entry whose value points to the removed joint (orphan check)target.tpose,target.tposeMin,target.tposeMax— drop the entrymapping.min,mapping.max— drop the entry keyed by the removed joint name; also drop any nestedtarget.mappings.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
tposeMinandtposeMaxdeliberately 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.
Validation
After editing, the user should:
- Reload in Unity — Unity auto-imports JSON. If it's malformed, the console shows JSON parse errors immediately.
- Reopen in the UI —
Assets/Movement SDK/Body Tracking/Open Retargeting Configuration Editoron 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. - Spot-check at runtime — drop the character into a scene with a
CharacterRetargetercomponent (or use the existingMovementBodytest scene) and verify limbs track correctly.
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 "" 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..position.y and target.tposeMin..position.y and target.tposeMax..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.
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:
| Edit | Survives 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: true | Yes | | source.autoMappingJointData with excludeFromTwistMappings: true | No — SkeletonData.GenerateAutoMappingExcludedJointDataFromJointNameList only round-trips the Exclude flag. The twist-only exclusion gets dropped on re-run. | | mapping.min / mapping.max weight tweaks | No — regenerated from scratch | | target.tpose* position/rotation edits | Partial — values are read into SkeletonData, but every step's UpdateConfig re-reads scene transforms via `
…
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: meta-quest
- Source: meta-quest/agentic-tools
- License: Apache-2.0
- Homepage: https://developers.meta.com/horizon
Install and usage instructions live in the source repository linked above.
Reviews
No reviews yet — be the first.
Write a review
Versions
- v0.1.0 Imported from the upstream source.