Getting Started

Introduction

Installation

Project Configuration

Testing in Your Sandbox

Samples & Examples

Core Concepts & Glossary

Package Types

Spaces & Space Templates

Custom Avatars

Custom Avatar Animations

Avatar Attachments

Custom Prefab Objects

Embedded Packages

Drivable Vehicles

Scene Setup

Testing In Unity vs Sandbox

Controlling the Camera

Custom Collision, Layers, and Tags

Audio Mixers and Groups

Key Differences from Standard Unity3D development

Economy

Quests and Rewards

Economy Overview

Monetization

Avatar Attachments.jpg

Overview

Attachments are things that can attach to avatars. The system is designed in a way that is flexible enough to support many different types of assets.

What can I make with this?

Work In Progress

<aside> <img src="/icons/construction-crane_gray.svg" alt="/icons/construction-crane_gray.svg" width="40px" /> This package type is still being developed, more features will become available in the coming weeks. When these features are complete, you will be able to create all of the above.

Please let us know on Slack or Discord if you have any feedback as we develop this feature.

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What can I make today?

Example of an Aura attachment

Example of an Aura attachment

Core Concepts

Simply said, an attachment can be a simple 3D model that is attached to an avatar in a given slot. But it can be a lot more than that too.

Feature Overview

<aside> <img src="/icons/construction-crane_gray.svg" alt="/icons/construction-crane_gray.svg" width="40px" /> Attachments have been recently introduced, and many more features are coming soon.

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Feature Explanation Status
Skinning Skinned attachments are basic models that are skinned to the Avatar’s bone skeleton. When the avatar animates, the attachment mesh deforms with it. Ready
Bone Attachment When this option is enabled you can select a bone to parent the attachment to. For example, a “Can of Coke” can be parented to the avatar’s Right Hand. Ready
IK Settings Attachments can force one of four Avatar IK points (2 hands, 2 feet) to a specified target transform. For example, for a “Bicycle” attachment, you’ll want to IK the hands to the handle bar. Ready
Custom Actions Attachments can give avatars additional abilities. For example, a sword attachment could define two custom actions: Attack and Block. With custom actions you will be able to specify additional avatar animations to play. Coming Soon
Avatar Animation Settings Attachments can optionally override the avatar animations for its default clips.

For example, if the avatar is running with a heavy sword, you may want a slightly different walk/jog/run animation. Or as a different example, for a hoverboard attachment, the avatar animations can be overridden to match the pose for standing on a hoverboard.

These settings also allow you to set if an attachment is visible or not while a specific avatar animation clip is playing. Same for IK settings | Ready | | Attachment Animation Settings | Allows you to set animation clips to play in sync with the avatar.

For example, when the avatar “jump” animation is playing, you can set what the “jump” animation should be on the attachment. These animations are synchronized between the avatar and the attachment.

This is the key feature that allows you to create a hoverboard where the jump animation looks like the avatar is jumping with the board. | Ready |

Limits

We enforce these performance limits to ensure all supported devices can load and render these attachments. While the universal scope may look very limiting, remember that users can have multiple attachments equipped, so this can quickly blow through memory and rendering performance budgets.

For example, if you are in an experience with 50 users, and each user has 4 attachments equipped, that’s 50 avatars and 200 potentially unique attachments that need to be in memory and rendered (which is a lot to load and render).

The limits are much higher for World scope in order to give creators the flexibility to control budgets and quality. Participant counts can be limited to lower player counts, such as 5, which allows more room in memory for larger higher quality attachments.

Universal Scope World Scope
Vertex Count Limit 2500 25000
Triangle Count Limit 1000 15000
Sub Mesh Count Limit 1 5
Minimum Bounds Size 0.01m 0.01m
Maximum Bounds Size 3m 25m
Texture Memory Budget 2MB 10MB

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Custom Prefab Objects