FAQ for Unity
Frequently asked questions by Unity developers.
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Frequently asked questions by Unity developers.
Last updated
Was this helpful?
Yes. Starting with SDK 1.12.0, avatars are cached at runtime and therefore loading much faster. See .
Important: This question is about getting and customizing the actual model, not about using the avatar in your app.
You need to download your avatar, import it into Blender, make the changes, then save, export, and re-import into Unity.
Create and download the avatar.
Import the downloaded GLB file into Blender by selecting File > Import > gITF 2.0 (.glb/gltf).
Edit the model as desired.
Go to the Texture Paint tab.
In the Image Editor panel, select View.
Select each texture from the drop-down at the top.
When done, select Image/Save As⦠(or Shift + Alt + S) to save.
Export your model as an FBX selecting File > Export > FBX (.fbx).
Import your model and textures into Unity.
Click the FBX avatar in the Assets pane.
In the Inspector, change the Location to Use External Materials (Legacy) and apply.
If some base textures donβt appear, click on the body part and manually assign the texture to the correct map (Albedo).
There are no specifics when it comes to changing the render pipeline with Ready Player Me avatars. Depending on the Unity version you use, you need to follow the general guide for changing the Render Pipeline.
For most use cases it is best to have a single mesh and a minimum number of texture atlases to minimize draw calls per avatar and maximize performance in your application. However, if you need to have your avatar decomposed into multiple pieces, you can do so by turning off the atlasing on the Avatar Configuration. See .