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Usage Guide

Install the package

Add the U-Stella VPM repository to VCC or ALCOM.

https://ustl-vpm.kamishiro.online/index.json

Then add U-Stella FaceTracking to your Unity project from the package list.

Required packages are resolved through VPM.

Add the component

  1. Open the target avatar prefab or scene avatar in Unity.
  2. Select the avatar root, or a child object where you want to keep the settings.
  3. Add the U-Stella/U-Stella FaceTracking component from the Inspector.
  4. Assign a SkinnedMeshRenderer with face-tracking blend shapes to Face Mesh Renderer.

Select tracking devices

Use Tracking Devices to select the face-tracking devices you want the avatar to support. You can select more than one device.

The support status shows how each facial expression is handled by the selected devices.

StatusMeaning
Fully SupportedThe device can output that expression directly.
ConvertedThe expression can be produced through conversion, emulation, merged left/right values, or module-side processing.
UnknownPublic information is not enough to confirm support.
UnsupportedSupport has not been confirmed.

Configure features

In Feature Settings, choose how each facial feature should be used. This includes eyes, eyelids, brows, mouth, tongue, and related face-tracking features.

ItemDescription
FeatureThe facial feature being configured.
DeviceShows whether the selected devices support the chosen output format.
Output FormatSelects how the feature should be represented, such as separate left/right values or a shared value.
Sync ModeSelects how the feature should be synchronized.

Use the sync cost display at the bottom of the Inspector to check the current parameter usage.

Assign blend shapes

Use Blend Shape Assignments to map each face-tracking expression to a blend shape on your face mesh.

  1. Set Face Mesh Renderer.
  2. Select the matching blend shape for each expression.
  3. Adjust Maximum Value when needed. Values are in the 0 to 100 range.
  4. Expressions that are not used by the current feature settings are disabled.

If a blend shape has the same name as an expression, it may be filled automatically when the face mesh is assigned. If a missing blend shape name remains in the settings, it is shown as an invalid value in the Inspector.