Avatar Configuration

Apply Avatar API parameters to avatar loading.
The Ready Player Me Avatar API allows partners to specify the Avatar Configuration parameters to apply when loading 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.
See the Avatar API documentation for details.
Avatar Configs will only work with the new avatar API URLs. If you have a saved URL in your project, you may need to regenerate the avatar and update the URL in order to use the Avatar Config.

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. 1.
    Go to Plugins > Ready Player Me > Data. Notice the three templates for Avatar Config, Standard Morph Target Group, and Custom Morph Target Group.
  2. 2.
    Double-click DA_RPMAvatarConfig to inspect it in Details, or make and open a copy to change the Details.
  • Mesh LOD: Choose a level of detail.
  • Pose: Choose A Pose or T Pose.
  • Texture Atlas: Turn on Texture Atlassing and choose the atlas size.
  • Texture Size Limit: Set an upper limit on texture size.
  • Use Hands: Check to include hands with half-body VR avatars.
  • Use Draco Mesh Compression: Sets the Draco mesh compression on the avatar. The thid party glTFRuntimDraco library needs to be included in the project in order for the draco comperssion to work. If not included the avatar will be loaded without draco compression.
  • Morph Target Group:
    • To set standard morph targets for the avatar, duplicate the DA_StandardMorphTargetGroup and modify it according to your project needs.
    • To set custom morph targets for the avatar, duplicate the DA_CustomMorphTargetGroup and modify it according to your project needs.
    • To not include any morph targets, set Morph Targe Group to None; in the Morph Target Groups drop-down, click in the empty space below the other options.
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 an Avatar Configuration

Apply your newly created Avatar Configin the Avatar Config field of 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.