---
description: Apply Avatar API parameters when loading the avatars.
---

# Avatar configuration

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.

1.  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.\


    <div align="left"><figure><img src="https://3222463673-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FM2pnrVNxW01XV9ilR0Ed%2Fuploads%2FiJI50iS9LDvKcOEdLmi5%2FScreenshot%202023-11-17%20210642.png?alt=media&#x26;token=1980150a-1301-43e5-a975-14218c044690" alt="" width="442"><figcaption></figcaption></figure></div>
2.  Open the duplicated avatar config to change its settings in the Details panel as shown below.\


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* **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](https://github.com/rdeioris/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**](../../../api-reference/rest-api/avatars/get-3d-avatars) for details

{% hint style="info" %}
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.
{% endhint %}

## Apply an Avatar Configuration

Apply your newly created Avatar Config to the `Avatar Config` field in the ReadyPlayerMeComponent.

You can have different avatar configs for different avatars.

<div align="left"><figure><img src="https://3222463673-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FM2pnrVNxW01XV9ilR0Ed%2Fuploads%2F9Nr6GckHUNeyFfZYeVS5%2FScreenshot%202023-11-17%20210844.png?alt=media&#x26;token=2ee0816b-d201-4dd4-b65b-2a0d0698eac9" alt="" width="405"><figcaption></figcaption></figure></div>

{% hint style="info" %}
If avatar caching is enabled, and the same avatar is loaded with different configs, multiple models will be saved locally.
{% endhint %}
