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MessageCanvas replaced with MessagePanel for flexible use.
WebView is called on a prefab which can be added via Game Object/UI/WebView Canvas menu.
WebView example scene updated.
Added OnAvatarImported callback to avatar loader, to receive the gameobject before it is processed.
File name and typo fixes.
MessageCanvas removed. Unsupported cases are covered by a message panel.
webview.html is removed.
fixed issue with regex on application build
removed Ready Player Me Web View due to issues with RPM Hub update
support for Ready Player Me avatar shortcodes
minor bug fixes
Audio Clip support for Voice Handler.
Project version is updated to 2019.4.11f1 LTS.
Runtime Test scene has URL to an optimized avatar.
Animation Target files updated with models with basic mesh.
Animator is moved to root avatar object.
Avatar Armature and HipBone scale are set to 1.
Typo fixes and refactoring in general.
Support for loading avatars from short codes.
WebView menu window for editing partner subdomain in webview.html
RPM website updated to Unity SDK.
VoiceHandler supports beard and teeth mesh.
Animations not exporting correctly in the second time.
WebView IOS permissions issues.
WebView SSL Issue on Android.
WebView does not send URL after window is restarted.
Crash when loading half-body avatars
Refactor of example blueprint
Check for missing metadata fields
Variable caching for Avatar Loader window.
Reveal Animations Folder button to Avatar Loader window.
Support for auto assigning animation files avatars during import.
WebView no internet connection case cover.
Animation target FBX files for V2 avatars are updated.
WebView plugin is refactored and code is cleaned up.
IOS WebView not receiving glb URL.
Asset import order conflict between animation and animation target files fixed.
Animation Controllers losing animation references fixed.
MacOS support for WebView due to working only partially.
Temporary workaround in glTFSkeletalMeshImporter for morph targets naming clash
Include headers to ReadyPlayerMeFunctionLibrary.cpp to fix android build errors
Refactored eye and mouth movement scripts
Eye and animation handler now working for avatars with texture atlas
Mouth Open blendshape index detection issue in VoiceHandler component is fixed.
Asset Post-processor animation target file folder name causing all animation folders to be processed as humanoid, fixed
Download the latest version of Unity SDK from our releases page.
Ready Player Me has a familiar, but cleaner new look! Check it out https://readyplayer.me/avatar
Partners can now be configured to use dark or light themed UIs, see theme settings.
Support for texture atlasing, bringing single draw call avatars. For more details, see texture atlasing.
Support for the new V2 avatars with updated rigs and new outfits
Backwards compatibility with the V1 rig
Support and for retrieving generated AvatarMetaData (.json)
Download the latest Unreal Engine SDK from our releases page.
Wardrobe update! (V2 outfits) V2 full-body outfits fix bugs present in earlier versions of full-body skeletons and introduce more outfits to Ready Player Me.
We also added a lot of improvements to our existing outfits, like more natural-looking hands, better shoulder deformations and more.
We've updated full-body avatars rigs, removing issues with upside-down hip bones and improving skin weights. In order to take advantage of the improved full-body rigs, updating to the latest UnitySDK is advised.
Download the latest SDK from our releases page.
Animation Avatar Target files for V2 outfit rigs.
Fetching avatar metadata such as outfit version, outfit gender and body type.
GLTFUtility Experimental Asset Importer namespace fix for 2020.1 or newer versions.
Download the latest SDK from our releases page.
Runtime loading of avatars
GLTFUtility optimizations for faster avatar loading
Fixes avatar loading for Android builds for Oculus Quest/Quest 2
Added the General Integration Guide on how to integrate avatars into a web or Unity/Unreal app
We now have a dedicated page for partner applications 🎉 Head over to /partners to see apps and games integrated with Ready Player Me.
We added contextual error messages to help you out in case an avatar wasn't created from a submitted photo.
Customization items can now be scrolled by click-dragging on desktop browsers. This brings critical usability improvements to UI interactions when using Ready Player Me with browsers in Unity or other game engines.
It is now possible to export an avatar to select partners without visiting the partner subdomain. Find the new options after hitting the Done button when creating an avatar via https://readyplayer.me/avatar.
It is now possible to create an avatar while in incognito mode and using Ready Player Me within an iframe. Due to browser restrictions, however, avatar data in those sessions cannot be saved.