> For the complete documentation index, see [llms.txt](https://frostember-studios.gitbook.io/face-sync/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://frostember-studios.gitbook.io/face-sync/roadmap/to-do.md).

# To do

#### Bone-Based Jaw Support

Expanding compatibility for low-poly or retro-style characters that do not use blendshapes. This feature will allow the lip-sync engine to drive physical jaw and lip bones (Transform rotations/positions) based on the audio energy.

#### Third-Party Dialogue Integrations

Out-of-the-box bridge scripts for the most popular Unity dialogue assets (e.g., Pixel Crushers Dialogue System, Yarn Spinner, NodeCanvas). This will allow users to trigger FaceSync animations directly from visual scripting nodes.

#### Native Unity LipSync Provider

Developing a custom, job-system-based FFT audio analyzer to completely remove the dependency on the Oculus (Meta) LipSync SDK. This will make the package 100% self-contained and eliminate any third-party SDK conflicts.

#### Visual Data Editor

A custom Inspector interface for the FaceSyncAnimationAsset that will display the baked phonemes and procedural noise as visual curves. Developers will be able to manually tweak, smooth out, or fix specific mouth shapes post-baking directly in the Editor.

#### Addressables Support

Native integration with the Unity Addressable Asset System. This will allow large projects to load and unload baked FaceSync data asynchronously, keeping memory usage strictly optimized for mobile and console platforms.

#### Procedural Breathing Animation

A new idle layer for the FaceSyncController that simulates natural chest and shoulder movement (breathing) based on customizable curves, adding another layer of passive realism when the character is not speaking.
