Getting started
Package Types
World Building
Scripting
Guidelines
Support
Custom Avatars
How To Use
- Import a rigged, humanoid 3D model (preferably
.fbx
format) into Unity. This model does not need to have animations, but if there are some, you may add them through the Avatar Animation package and component. Ensure that theAnimation Type
under theRig
tab is set toHumanoid
. - Create a prefab from this model. You can do so easily by right clicking the asset and selecting
Create > Prefab Variant
. - Add the
Spatial Avatar
component to this newly created prefab. - Create a new
Avatar
package underProject Configuration
and drag the prefab into thePrefab
field. You will also need to supply a thumbnail of size256x256
in an uncompressed format. The background should be transparent. - To test this package, make sure it is the “active package” inside the project configuration panel and then press the
Test Active Package
button inside the main toolbar.
Limitations
- Only Humanoid rigs are supported.
- Global avatars
- Ecosystem avatars
- Publishing and detail limitations are shown below. Make sure you understand the difference and use case between a Global and Ecosystem avatar.
Global Avatar | Ecosystem Avatar | |
Triangle Count | 22,500 | 200,000 |
Vertex Count | 50,000 | 200,000 |
Texture Size Limit | 1024x1024 | 4096x4096 |
Submesh (Draw Call) Limit | 4 | 100 |
Physical Dimensions Limit | 2.5m x 2.5m x 2.5m | 25m x 25m x 25m |
Building Your Own Original Avatar Model
Check out this great tutorial video for adding a rig/bones to your own 3D avatar model using Blender:
Also check out https://www.mixamo.com/ for automatic character rigging.
Resources: Example Avatar Models
These are great resources for avatar models you can try and use in Spatial!
Note, not all of these models are guaranteed to work - they may need modification/optimization, rigging, or other changes before they can be imported into Spatial.
- Sketchfab:
- ActorCore:
Handling Errors When Publishing Your Avatar
The Avatar Has Too Many Vertices or Triangles
Global avatars can have a maximum of 22,500 triangles.
If yours has more than this, we recommend optimizing your file to reduce the number of triangles and vertices. The Decimate Modifier in Blender is a great option:
The Avatar Has Too Many Sub-meshes
Global avatars can have a maximum of 4 sub-meshes.
If you receive the error that your avatar has too many sub-meshes (>4), one approach to solving that problem is combining the material in your model. You can follow this tutorial to reduce the sub-meshes in your model:
The Avatar Must have a Valid Humanoid Rig
In Spatial, your avatar must have 2 arms and 2 legs - a.k.a. “Humanoid”.
If your model already has a Humanoid rig, in Unity click on your avatar in the Project tab, and in the Inspector go to Rig. Under “Animation Type” choose Humanoid, and then Configure.
If you receive an error when configuring your rig in Unity, or do not have a Humanoid Rig set up for your avatar, follow this tutorial to set it up:
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