Use your own avatar
In Inworld Unity SDK 2.0.3 or later, we made it much easier to support your own avatars integrating with InworldCharacter. Let's take a look.
1. Quickly establish your scenes
Once you've already finished the settings for the workspace, scene, key, and character in the Inworld Studio Panel, you can quickly create any scene without open it any more.
You can right click anywhere at the
Hierarchy view, click
Inworld > Add > Inworld Player, we'll automatically add an Inworld Player AND an Inworld Controller for you if they are not existed in the current Unity scene.
⚠️ Note: The InworldController would be automatically created if not exist, and will contain the current InworldScene you've set in Inworld Studio Panel.
2. Quickly change your InworldCharacter
As long as the InworldCharacter is in the same InworldScene, you can just drag your related InworldCharacterData to replace the
Data in InworldCharacter script, without opening Inworld Studio Panel.
For example, this following gif showcases how to let
Hermes's body have
⚠️ NOTE: If your InworldCharacterData is not belonging to the same InworldScene, it won't work!
3. Convert any object to InworldCharacter
If you want to use your own avatar, with your own implementation of animations, you could easily make it by right clicking it, click
Inworld > Add > Inworld Player, we'll automatically add a set of Inworld Character scripts with the default character (most likely the first one) in your current InworldScene.
Take this following Cube for example.
4. Use your own GLB humanoid avatar
If you want to use your own animation, the step above is enough. If you have a glb humanoid avatar, you can let it integrate with Inworld Animations and lip syncing.
1. Create an existing Inworld Avatar.
If you don't know how to do it, you could check out this page.
2. Set position.
Drag your own avatar right below the Inworld Avatar you created.
3. Replace Armature.
Rename your avatar to
Armature, and delete the existing
4. Set Current Avatar.
Animation > Current Avatar, drag your new
Armature onto it.
Now your avatar has already integrated with Inworld animations!
6. (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 would automatically be implemented. Please visit Lip Sync for more details.