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Changelog

  • head.tilt.left and head.tilt.right: the head rolls toward the player’s left or right shoulder (past 15 degrees from the calibrated rest, ending under about 10). Subscribing to head.* now includes them; head.neutral is unchanged (turns and nods only).
  • Unity: Gesture.HeadTiltLeft / Gesture.HeadTiltRight (appended, so Inspector bindings keep their numbers), a “Head lean” control on the simulated face, and a tilting head in the Basic sample.
  • Calibration also records the resting head roll. Profiles stored by 0.1 keep loading; tilt stays quiet until the player recalibrates.

First beta.

  • 19 gestures: blink, blink.left, blink.right, eyes.away, eyes.left, eyes.right, eyes.up, smile, laugh, mouth.open, brows.raise, head.left, head.right, head.up, head.down, head.neutral, face.found, face.lost, expression.match.
  • Start/end events stamped at onset, with strength, and family subscriptions (head.*).
  • Quality-gated calibration with player prompts and a portable CalibrationProfile.
  • Blink thresholds follow the player’s relaxed eye openness during a session.
  • A held wink stays a wink even when the open eye squints.
  • Mouth and brows are measured in 3D, so head tilt doesn’t read as a smile, an open mouth or raised brows.
  • eyes.up uses the expression scores when available (the iris barely moves vertically).
  • No eyes.down: looking down is indistinguishable from the start of a blink, and reads as one.
  • Web: Mimic class, GPU with CPU fallback, self-hosted runtime files.
  • React Native: useMimic and MimicCamera on VisionCamera 5 and a Nitro native module (iOS, Android).
  • Unity: MimicFace (Inspector UnityEvents and a C# API), MimicCalibration, a camera provider on the MediaPipe Unity Plugin, a simulated face for the Editor, MimicRecorder, and the Basic sample.
  • React Native: brows.raise stays quiet until the native module sends brow points (next release).
  • iOS builds of the React Native module and the Unity camera provider are untested in this release.