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Use your own avatar

In Inworld Unity SDK 2.0.3 or later, we have made it much easier to integrate your own avatars with our characters. Let's take a look.

1. Drag your character prefab into the scene

Once you've finished downloading an Inworld scene through the Inworld Studio Panel, you can use these characters across any Unity scene without having to return to the panel.

You can go to the UserData > DEFAULT > Prefabs folder to find your character prefabs, from there you can drag them into your Unity scene. Ensure that the InworldController in your Unity scene contains the correct Game Data for your characters.

⚠️ Note: The InworldController will be automatically created if not already initialized, and will contain the current Inworld Scene you've set in Inworld Studio Panel.

AddInworldCharacter

2. Convert any object to an Inworld Character

If you want to use another GameObject as the model for your character, you can do the following:

1. Create an existing Inworld Avatar.

If you do not know how to do it, check out this page.

2. Add your object as a child to the Inworld Character GameObject.

Create or drag the GameObject you wish to use as your character model under the Inworld Character in the hierarchy.

3. Disable original Armature.

Disable the existing Armature GameObject.

4. Done.

Save your current scene and press Play to see the result.

ReplaceCharacter

3. Use your own GLB humanoid avatar

If you have a GLB humanoid avatar, you can integrate with Inworld animations and lip syncing.

1. Create an existing Inworld Avatar.

2. Add your avatar as a child to the Inworld Character GameObject.

Drag your own avatar under the Inworld Character in the hierarchy.

3. Replace original Armature.

Rename your avatar to Armature, and delete or disable the existing Armature.

4. Done.

Save your current scene and press Play to see the result.

WithoutLipsync

5. (OPTIONAL) Lipsyncing.

If your avatar contains SkinnedMeshRenderer (Blend Shape in 3D modeling software) with viseme index, and the order of viseme indices is continuous and correct (From Sil to U), Lipsyncing should work automatically. Please visit Lip Sync for more details.

Viseme