Uploading an Avatar - Gama-Tech/GTVR-WIKI GitHub Wiki


Uploading an avatar

  1. Drag & drop your avatar's .fbx file into Unity's Project window.
  2. Select the avatar and it's properties will be displayed in the Inspector window. In here, do the following;
  • Check the box "Legacy Blend Shape Normals"
  • Click the "Rig" tab and set "Animation Type" to "Humanoid"
  • Click "Apply" once done to apply your settings.
  1. Drag the avatar file from the Project window into the scene Hierarchy window
  2. With tha avatar selected, in the Inspector click "Add Component" and add a "GTAvatarDescriptor".
    It will try to set itself up automatically when added, but you may need to set some properties manually:
  • Head Mesh: The mesh containing your avatar's Blendshapes (blink, mouth movement, etc)
  • Blink Blendshape Name: The name of the blendshape to use for blinking
  • Eyes: The Left and Right eye bones to use for eye-tracking or general avatar movement
  1. In the "Avatar Upload Window", enter a name for your avatar then click "Upload Avatar"
    Note: If you already have an avatar with the name you entered, it will be overwritten!

The avatar should now appear in your Avatar tab in GTVR!


Fixing Materials

When importing an avatar designed for another platform you may get shader errors.
If your avatar appears as purple then you're either missing a shader, or the shader isn't compatible with Unity's "Universal Render Pipeline".

Missing Shaders:

Select one of the broken materials in the Project window and check which shader it's set to in the Inspector window.
If the shader name is "Hidden/InternalErrorShader" then the shader that the material is supposed to use is missing from your project.
In this case you have two options;

  1. The GTAvatarDescriptor component automatically handles missing shaders. When added, it will attempt to switch the broken materials to Unity's default shaders and keep your avatar textures set up.
    If you'd like to try this method, simply add a GTAvatarDescriptor component to your avatar.

  2. If your avatar included shader files then make sure you imported all of them into your project.
    One you've imported the correct shaders, you can set the materials to use them via the Inspector window.

Incompatible Shaders:

If a materials is purple but it's shader name is properly displayed, then the shader isn't compatible with Unity's "Universal Render Pipeline".
In some cases, Unity can automatically convert the shaders. To try this, do the following:

  1. In Unity, go to Window -> Rendering -> Render Pipeline Converter
  2. Select "Built-in to URP" in the dropdown at the top
  3. Scroll down and check the "Material Upgrade" box
  4. Click "Initialize Converters" in the bottom left to populate the material upgrade box.
  5. Click "Convert Assets"

Manually Fixing Shaders:

If the above didn't help then sadly you'll need to manually set your material's shaders.
To do so, do the following:

  1. Select a material in the Project window (you can select multiple at once by holding Ctrl)
  2. At the top of the Inspector window, select "Universal Render Pipeline/Lit" from the Shader dropdown
  3. For each material, drag a texture from the Project window into the correct material texture slot such as "Base Map"

If your material requires transparency (such as blush) then select "Transparent" from the "Surface Type" dropdown box.
If your transparent material doesn't require multiple levels of transparency, check the "Alpha Clipping" box.
This will prevent alpha layering issues and give your transparent texture crisp edges.
You can alter a materials surface by changing the "Metallic Map" and "Smoothness" sliders.

⚠️ **GitHub.com Fallback** ⚠️