Apply Avatar API parameters when loading the avatars.
The SDK provides functionality for loading avatars with specific configurations. For example, you may need a high-quality detailed avatar for showing the model at close range, and a low-quality avatar that will be rendered in a single draw call for other situations. You can set the configuration for each avatar with a custom avatar config data asset.
Create an Avatar Configuration
The SDK contains a template avatar config file in the Data directory. Duplicate and modify this file according to your project needs.
Go to Plugins >Ready Player Me Content > Data. Notice the template for avatar config DA_RPM_AvatarConfig. Duplicate it inside of your project's content.
Open the duplicated avatar config to change its settings in the Details panel as shown below.
LOD: Choose a level of detail (high, medium for 50%, or low for 25%).
Pose: Choose A Pose or T Pose.
Texture Atlas: Choose the atlas size. If set to none, the texture atlas will be disabled
Texture Size Limit: Set an upper limit on texture size.
Use Hands: Check to include hands with half-body VR avatars.
Use Mesh Opt Compression: If enabled the avatar will be compressed with the Mesh-Opt compression. Currently, Mesh Opt compression only works when the TextureAtlas property is set. Mesh Opt compression should not be used along with Draco compression.
Use Draco Mesh Compression: If enabled the avatar will be compressed with the Draco mesh compression. If the glTFRuntimeDraco plugin is not listed as a project dependency, this property will be ignored.
Morph Target Group: Add morph target groups that would be included in the avatar. To not include any morph targets, set Morph Target Group to None.
Morph Targets: Add individual morph targets that would be included in the avatar.