Avatar Rig issues in unity

I kinda know how to use blender, but i have no idea how to use unity, so my whole project was basically made with the help of tutorials and AI (help of ai, not anything actually made with ai)

. I’ll go straight, basically, the eyes on my model aren’t a texture placed inside the head texture, but a plane mesh outside of the head with the transparent texture of the eyes i made, and for some reason they are connected to the hips bone instead of the head bone. It had the skinned mesh renderer component, but ai told me to delete that component and add the mesh filter and mesh renderer components. Then i added a parent constraint component and selected the head bone, i put all the expressions (each expression is its own mesh with its own material) inside the head bone in the hierarchy, but it still wont work, the eyes still move with the hips and not the head. Also, i noticed the head is ALSO connected to the hip bone, yet when i pose the head bone the head moves with it… Remember, i dont know ANYTHING about unity, i pushed this whole project with the feedback of AI and tutorials. (Also i just noticed when making the screenshots that the head disappears on some angles of the camera, same happened to the eyes but i fixed it with the mesh filter and mesh renderer…) and pls ignore how in the last screenshot the eyes seem to be connected to the neck, i fixed that and i still have the same issue

The head needs to be weight painted to the head bone in 3D modeling software. The head should be a skinned mesh renderer in Unity. The head bone also seems to not be straight up in your second picture, which creates humanoid rig alerts.