Native eye movement lacks "eye-darting."
Furriest
I just realized this, but many VRChat characters seem less alive by the simple principle that fake eye-movement lacks the very speedy and energetic "eye-darting" that real-life humanoid eye movement has, and its particularly hard to unsee when it is visualized, here is a demonstration through someone else's tips while I was looking up help for animation:
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GaruuSpike
Good idea! I imagine this will be an easy implementation, too. There could be a tiny, random variation in eye position within a certain (small) radius around the chosen position by the programmed eyemoves, with random intervals from 0.2s to 1.5s. Further customizable in Unity, of course.