Setting blend shapes works in Unity but not on device

I’m trying to set facial blend shapes in Unity. This script is attached to the Renderer_Avatar object below the avatar.
image

public class AnimationController : MonoBehaviour
{
    SkinnedMeshRenderer skinnedMeshRenderer;

    // Start is called before the first frame update
    void Start()
    {
        skinnedMeshRenderer = GetComponent<SkinnedMeshRenderer>();
        Debug.Log("got renderer!");
        Debug.Log (skinnedMeshRenderer);
        Debug.Log(skinnedMeshRenderer.sharedMesh.blendShapeCount);
        SetBlendShapeWeight("jawOpen", 1);
    }

    public void SetBlendShapeWeight(string blendShapeName, float weight)
    {
        for (int i = 0; i < skinnedMeshRenderer.sharedMesh.blendShapeCount; i++)
        {
            if (
                skinnedMeshRenderer
                    .sharedMesh
                    .GetBlendShapeName(i)
                    .Equals(blendShapeName)
            )
            {
                Debug
                    .Log("setting weight! for " +
                    blendShapeName +
                    " to " +
                    weight);
                skinnedMeshRenderer.SetBlendShapeWeight (i, weight);
                break;
            }
        }
    }

    // Update is called once per frame
    void Update()
    {
        SetBlendShapeWeight("jawOpen", 1);
    }
}

It works when I press play in Unity (mouth opens up), but not on the actual device (Vision Pro).

Hello,

If it works in the Editor but not on the Vision Pro, it might be because the blend shapes are not supported yet on Vision Pro. I suggest you ask in the Unity PolySpatial forum to know if it’s supported or if they have plans to add support.