Avatar SDK Local Compute Unity plugin
2.2.2
Toolset for Head 2.0 avatars generation in Unity3D
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"Local Compute" avatar generation currently works on Windows, Android, iOS and MacOSX. Minimal requirement is 1Gb+ of free RAM available.
The most of this package take binary resources required to compute avatar directly on the client device and generate hairstyles and blendshapes. These resources are quite heavy. You may consider Cloud SDK version which is is really lightweight and works on all devices, even in WebGL.
Local Compute SDK brings all the resources (blendshapes, haircuts) with it. Total size of the resources is about 142 mb. Haircuts take ~ 75 mb, blendshapes ~ 19 mb. For example, if you don't need the "ponytail" haircut, you can delete the directory contains resources of this haircut: "Assets/itseez3d/avatar_sdk/sdk_local_compute/resources/bin/haircuts/plus/ponytail". This way, you can delete the "Assets/itseez3d/avatar_sdk/sdk_local_compute/resources/bin/haircuts/plus/ponytail" directory if you are not going to use haircuts at all. The same works for blendshapes sets.
Another solution: you can omit including the binary resources into the package. Instead of it the resources are stored somewhere on the server and the client application downloads them before calculating the first avatar. See this guide on how to do it.
Such errors happen when the Avatar SDK plugin is unable to establish connection with the Cloud server to check the license status.
Most common reasons are disabled Internet connection or firewall settings. If it is due to firewall, you can change API URL in the "Window -> itSeez3D Avatar SDK -> Api Url Settings" window. You should use "Backup API URL".
Such error happens when the native library can't be found. Most often reason is invalid target platform in the Build Settings.
Yes, the limit of the avatar generation depends on your subscription plan: Avatar SDK pricing. Local Compute version of the plugin calculates avatars locally but it reports the number of generated avatars to the cloud.
Yes, we provide 30-day trial for the Pro subscription plan: https://accounts.avatarsdk.com/subscription/
Yes, the plugin works in runtime. Any player of your game can generate his avatar.
~58K triangles for bust/mobile avatars 8 LODs supported ranging from ~4K to ~23K triangles per avatar for bust/mobile.
The generated avatar can be exported in the OBJ and FBX formats.
Please see the scene documentation for parameters_sample scene here.
The SDK is pretty robust, but these recommendations will improve the quality (in priority order): Our recommendations: