Import and Setup

Import and configure the Ready Player Me Unity SDK for your project.
Follow these steps to import and configure the Unity SDK.
  1. 1.
    If you haven't already done so, download the SDK at Download
  2. 2.
    Start the Unity Hub.
  3. 3.
    Verify that your project meets the Unity 2019.4.11f1 LTS or later requirement.
  4. 4.
    Open your project.
  5. 5.
    Check whether the Newtonsoft JSON package is installed in your project (commonly under Packages) and keep a note of it.
  6. 6.
    Select Assets > Import Package > Custom Package.
  7. 7.
    In the file explorer, select the ReadyPlayerMe Unity package. The filename is similar to Ready Player Me_v1.11.0.unitypackage.
  8. 8.
    If the Newtonsoft Json package is already installed in your project, uncheck it in the Import popup.
  9. 9.
    Click Import. Wait for the import to complete.
  10. 10.
    In the popup, choose to allow or disallow analytics in your project.
  11. 11.
    The Ready Player Me Settings Dialog opens. If you have already set a subdomain for your project, you can enter it here. (You can also open the dialog from the new Ready Player Me > Settings.)
  12. 12.
    Verify there were no compiler errors.
  13. 13.
    Verify the following packages exist under Assets > Plugins.
    • GLTF Utillity
    • Ready Player Me
    • Webview
    • Newtonsoft Json (If you imported it)
  14. 14.
    Notice the new Ready Player Me menu in the toolbar.
Ready Player Me Menu

Package contents

After importing, by default, the following will be in the Plugins folder of your project.
If you didn't import Newtonsoft Json, it may be in a different location, such as under Packages.

Project settings

To avoid run time issues with shaders, add the GLTF Utility shaders to the Always Included Shaders list in Graphics Settings.
You can find the Always Include Shaders list under Edit > Project Settings > Graphics and GLTFUtility Shaders under Plugins > GLTFUtility > Materials.
For iOS builds, the Microphone Usage Description field in Player Settings must be filled with an appropriate message. The VoiceHandler component requires microphone permission, and if this area is not filled, the build will fail. To build without mic permission, remove the VoiceHandler script.