Avatar SDK  2.2.0
Realistic avatar generation toolset for Unity3D
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Meet the Avatar SDK: robust AI-powered 3D avatar creation engine!

Useful links:

Available pipelines

We are constantly working on our avatars improvements in quality, recognizability, and feature set. This way we have released several avatar pipelines. Each avatar pipeline may have pipeline subtype - different sets of features available, different model topology, etc. Please find a list of currently available avatar pipelines with their subtypes below:

  • Animated Face (animated_face pipeline)
    Bald head with the optional set of blendshapes for animations (45 facial, 17 visemes) and separate haircuts.
  • Head 1.2 (head_1.2 pipeline, base/mobile subtype)
    Predicted head, haircut, and bust with a set of 51 facial blendshapes for animations. All-in-one model with unique topology.
  • 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.
  • Fullbody (body_0.1 pipeline, body/mobile subtype)
    Full body model with fixed topology.
Avatar SDK pipelines

head_2.0 pipeline takes the best of head_1.2 and animated_face avatars. A hairstyle is represented with a separate mesh, and a bust can be removed (head/mobile subtype).
Head 2.0 and Fullbody pipelines are available on the Pro subscription plan only!

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_cloud/01_getting_started_sample_cloud/scenes/01_getting_started_sample_cloud.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_cloud" project directory.
  • Start developing your app by modifying one of the samples or starting from scratch. Good luck!
  • Note: if you need to adjust the behavior 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.


This section will be updated in each version. Last updated: 2.2.0

Does it work on mobile platforms?

Cloud SDK version is lightweight and works on all devices, even in WebGL.

How can I attach your 3D head to the body?

  • We have a Fullbody pipeline to generate a full body model. Run the corresponding sample to see how it works ("Assets/itseez3d/avatar_sdk/samples_cloud/03_fullbody_sample_cloud/scenes/03_fullbody_sample_cloud.unity") and look at the Fullbody Sample Documentation.
  • Also, we have integration with UMA 2 unity plugin. You can generate the head in UMA topology and attach it to the UMA character. More info you can find on the page: Integration with UMA plugin
  • There is legacy sample ("Assets/itseez3d/avatar_sdk/samples_cloud/08_fullbody_legacy_sample_cloud/scenes/08_fullbody_legacy_sample_cloud.unity") where the Animated Face and "Head 2.0 | head/mobile" avatars are attached to the body. This method works for any humanoid rig, but of course, you will have the seam between the neck and the rest of the body, which should be covered with some kind of collar. If you have questions about this feature or you need more advanced functionality (like the seamless attachment to your bodies with texture blending), please contact us at suppo.nosp@m.rt@i.nosp@m.tseez.nosp@m.3d.c.nosp@m.om For now, you're encouraged to take apart this sample to see how it works. See the detailed instruction on the scene documentation page.

Why my models have a watermark on the forehead?

This is a feature of the Free Cloud SDK. Please update to the paid plan to get rid of it.

Is avatar generation limited?

Yes, the limit of the avatar generation depends on your subscription plan: Avatar SDK pricing

Does it work in runtime?

Yes, the plugin works in runtime. Any player of your application can generate his avatar.

How many triangles do the avatars have?

9 LODs supported ranging from ~3K to ~24K triangles per avatar for the animated_face pipeline.
8 LODs supported ranging from ~5K to ~50K triangles per avatar for the head_1.2 pipeline.
8 LODs supported ranging from ~4K to ~24K triangles per avatar for the head_2.0 pipeline, head/mobile subtype.
head_2.0 pipeline, bust/mobile subtype has ~50K triangles per avatars. There are no LODs for this subtype.
The generated haircut of the head_2.0 pipeline has a configurable number of polygons.

How can I export the generated model?

You can export the generated avatar to the OBJ or FBX format if you are on the Windows platform.
It is possible to export the OBJ file on MAC inside the Unity Editor. FBX export is available only in the standlaone application.
To export the model, run the "02_gallery_sample", generate the avatar and open it. Avatar Viewer scene will be shown and there are export buttons.
Fullbody models can be exported to the GLTF and FBX formats.

Can I display avatars of the different users in my app?

Yes, you can query any generated avatar if you know the avatar code.

How do I get more haircuts or blendshapes?

Please see the scene documentation for the parameters_sample scene here.

How can I generate cartoonish avatars?

The users with the "Indie" subscription type or above can generate cartoonish avatars. See the "06_cartoonish_avatar_sample_cloud" sample that demonstrates how this can be done.

What recommendations can I give my users in terms of input photos?

The SDK is pretty robust, but these recommendations will improve the quality (in priority order): Our recommendations:

  • The face should be easily recognizable in the photo. The photo is not blurry.
  • Only for Face pipeline: ask the user to remove hair from the forehead and from the sides of the face, otherwise, hair may appear on the face texture.
  • Uniform good lighting on the photo, without dark shadows or too bright glare
  • A person should keep a neutral facial expression or slight smile but without opening their mouth. If teeth are visible on the input photo the lip texture might be incorrect.
  • It's best to look straight into the camera without turning your neck or eyes. This way Head pipeline can generate good looking shoulders.
  • We advise removing the glasses because they're reconstructed only in the texture, not 3D mesh. But this is not completely necessary.

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 ...