LipSync Pro Eye Controller - UCC Interference

I noticed that if a character has an Ultimate Character Locomotion script running on it and if I try to use LipSync at the same time on the same character, the character will move up by about 0.2 units every time it tries to blink using the Eye Controller. When I turn off UCL it works fine. It seems like it may have to do with the collider adjustment role of UCL but I could not pin point if there is any setting inside UCL that might be causing this.

Eye Controller mainly works by changing the Morph3D blendshape of the eyes. They do not have any colliders on them, simply two game objects whose rotational transform changing. But somehow that makes the character make a short jump every time...
 
My first guess was that it is collider related but since you said LipSync doesn't add any colliders I'm not sure. If I were to debug this I would start by inserting a breakpoint within CharacterLocomotion.DeflectVerticalCollisions and see what is colliding with the character.
 
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