Avatar SDK Local Compute Unity plugin  2.2.1
Toolset for Head 2.0 avatars generation in Unity3D
Main Page

AVATAR SDK LOCAL COMPUTE PLUGIN

Avatar SDK Local Compute plugin version 2.x.x generates Head 2.0 avatars locally on a client device. Internet connection is used only to log the number of avatars to the Avatar SDK cloud. It tries to connect to our server each time before the avatar calculation.
The plugin is available starting from the Pro subscription plan.

Latest version with Head 2.0 avatars is 2.2.1: Download

The plugin does support only Head 2.0 avatars. If you are looking for the Local Compute plugin with other avatars types (Full Body, Head 1.2 or Animated Face), please consider other versions of the plugin. The corresponding versions can be found on your account page.

Older Releases with Head 2.0 avatars
Website: https://avatarsdk.com
Support email: suppo.nosp@m.rt@a.nosp@m.vatar.nosp@m.sdk..nosp@m.com

Available pipelines

This version of the SDK supports only Head 2.0 pipeline and includes two subtypes:

  • Head 2.0 | head/mobile (head_2.0 pipeline, head/mobile subtype)
    Predicted head with a detachable haircut and set of 51 facial blendshapes. The mesh topology of a head is always the same.
  • Head 2.0 | bust/mobile (head_2.0 pipeline, bust/mobile subtype)
    Predicted bust with a detachable haircut and set of 51 facial blendshapes. Unique mesh topology.
pipelines_comparison_local_compute.png
Avatar SDK pipelines

System Requirements

  • Compatibility: Unity 2019.4 onwards
  • Supported platforms: Windows 64-bit; MacOS X; Android arm64/arm32, iOS 10+
  • CPU with AVX instruction set support for desktop platforms (Windows, MacOS)
  • Mobile devices with 4Gb+ RAM

Approximate Calculation Time
Desktop PC (Core i5): 25 sec
Samsung Galaxy Note 10+ (arm64, 8 cores): 30 sec
iPhone X: 30 sec

Avatar computation takes up to 1 GB RAM in peak.

Known issues

  • If you require supporting M1 CPUs on MacOS devices, please import this patch for the Local Compute plugin v2.2.1: M1 CPUs supporting patch

Getting Started

  • First of all, follow Getting Started instructions on the website (https://accounts.avatarsdk.com/developer/#unity-plugin) and in the auth window to set up the authentication, if you haven't done so yet.
  • The best place to start is the Getting Started sample ("Assets/itseez3d/avatar_sdk/samples_local_compute/01_getting_started_sample_local_compute/scenes/01_getting_started_sample_local_compute.unity")
    You can generate 3D avatar from a predefined photo, upload your photo or take a photo by using a web camera. See the Getting Started sample documentation for basic code usage.
  • Other samples can be found in the: "Assets/itseez3d/avatar_sdk/samples_local_compute" project directory.
  • Start creating your app by modifying one of the samples or starting from scratch. Good luck!
  • Note: if you need to adjust the behaviour of API functions to your liking we encourage you to create your implementations in a separate class/file, using composition or inheritance. If you modify the plugin files directly you will have trouble upgrading to the new versions later. If you find it impossible to proceed without directly modifying the plugin code (e.g. you found a bug) please let us know - we will try to fix this in the next version.

How to upgrade to a new version of Avatar SDK

Unfortunately, Unity does not provide a consistent mechanism for plugin upgrades, so the most failproof method is to delete the avatar_sdk folder from your project entirely and re-import the entire plugin. If you have changes in SDK source files (this is not recommended and you should try to avoid this, but sometimes it's inevitable), then you can use diff tool like Meld to manually merge your changes to the new version of the plugin. After upgrading it's highly recommended to re-enter your authentication credentials in Window->itSeez3D Avatar SDK->Authentication and press Save Credentials ...

Support