Eye Tracking for Meta Quest Pro (Meta Movement)

I am trying to implement Eye Tracking in my Unity experience built for Meta Quest. I have already successfully added Full Body Tracking and Face Tracking.

I have followed Meta’s guide and added the OVREyeGaze script to my RPM avatar’s LeftEye and RightEye game objects in its Armature, but the eyes never move when I play the scene. If I change the rotation of these game objects in the Unity editor, I can see the skinned mesh update as expected, but nothing happens at runtime.

I have set the ConfidenceThreshold to 0, checked ApplyRotation and tried a few different game objects as the ReferenceFrame. I have also experimented with all the TrackingModes “Head Space”, “World Space” and “Tracking Space” to no avail.

I know that the eye tracking is active because I could make a box rotate in my scene, following my eye movements by modifying OVREyeGaze to do this:

GameObject.Find("CubeEye").transform.rotation = CalculateEyeRotation(pose.orientation);

I’m confused why my solution doesn’t work. Could you please make a sample showing how one can add eye tracking on an RPM avatar using the Meta Movement SDK? Btw, I am using the OpenXR plugin.

I was able to make the eyes move by changing the blendshape values for the eye renderers. I am using ARKit blendshapes in my RPM avtars. Is it possible to disable blendshapes for the eye renderers only and make the eyes move by changing the rotation of the LeftEye and RIghtEye bones in avatar’s the Armature?