Avatar configuration
Apply Avatar API parameters when loading the avatars.
Last updated
Apply Avatar API parameters when loading the avatars.
Last updated
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.
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.
See Avatar API 3D Avatars for details
If you select None, no morph targets will be included in the model. Since morph targets come with a high cost and may freeze your application, only include them if you are using facial animations.
Apply your newly created Avatar Config to the Avatar Config
field in the ReadyPlayerMeComponent.
You can have different avatar configs for different avatars.
If avatar caching is enabled, and the same avatar is loaded with different configs, multiple models will be saved locally.