Avatar SDK Unity Cloud plugin  3.0.1
Realistic avatar generation toolset for Unity3D
Frequently Asked Questions (FAQ)

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 Full Body pipeline to generate a full body model. Run the corresponding sample to see how it works ("Assets/itseez3d/avatar_sdk/samples_cloud/07_fullbody_getting_strated_sample_cloud/scenes/07_fullbody_getting_started_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
  • A legacy solution where a head is attached to the headless body. It works only for bodies with the high collar because it isn't seamless stitching the head with the body. This sample is available only in old versions of the plugin: Full Body Legacy sample

Why full body avatars have mesh deformations like on the picture below?

bone_weights_issue.png

Full body avatar's skinning uses 4 bones weights. You have to set "Skin Weights" to "4 Bones" in the Quality settings.

bone_weights_settings.jpg

Why the avatar skin is overlapping an outfit like on the picture below?

artifacts.jpg

The parts of skin that are under an outfit should be invisible. body_visibility_mask texture stores an alpha channel for the body texture. Visibility mask is unique for each outfit. You can find more details on the Usage of body_visibility_mask page.

Is avatar generation limited?

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

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.
8 LODs supported ranging from ~4K to ~57K triangles per avatar for the head_2.0 pipeline, bust/mobile subtype.
8 LODs supported ranging from ~7K to ~35K triangles per body mesh for the full body pipeline
The generated haircut has a configurable number of polygons.

Where the generated avatar is stored?

Once the avatar is downloaded from the Cloud, it is stored on the local drive in the Persistent Data Directory.
To get the particular avatar's data path, you can use the following code:

IPersistentStorage storage = AvatarSdkMgr.Storage();
string avatarDirPath = storage.GetAvatarDirectory("avatar_code");

How can I export the generated model?

See see detailed instructions for model exporting.

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

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

Does it work in runtime?

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

How can I generate cartoonish avatars?

Avatar SDK Cloud plugin allows to generate avatars with cartoonish stylization. See the Cartoonish Sample sample that demonstrates how this can be done.

Do you support URP and HDRP?

Avatar SDK Cloud plugin supports URP. To use the plugin in a URP Unity project, you should import URP patch.
HDRP is not supported yet.

Is it possible to provide credentials at runtime?

Yes, it is. By default you have to specify credentials ("client_id" and "client_secret") in the Authentication window (Window -> Avatar SDK -> Authentication) and they are embeded into an application.
But you can enable "I will provide credentials at runtime" option.

runtime_credentials.jpg

In this case you have to set credentials before an AvatarProvider initialization.

AuthUtils.SetCredentials("your_client_id", "your_client_secret");

Are any LipSync solutions compatible with your avatars?

Our avatars can be used with the Salsa LipSync and the Oculus LipSync.

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.