Welcome! This document is the official tutorial for ShapeSync, a character outfit deformation toolset for Unity.
Using ShapeSync, you can register and adapt outfits (Outfit) to conform to the changing body shapes of a base character (Figure).
Animation assets used for the initial operation check in Chapter 3.
This tutorial consists of 13 chapters in total. If you are installing ShapeSync for the first time, please proceed in order from Chapter 1.
| # | Chapter | Main Tasks | Status |
|---|---|---|---|
| 1 | Chapter 1: Installation | Package installation. Prerequisites (Unity version, Graphics API, URP, Asset Serialization Mode) presented together | Published |
| 2 | Chapter 2: Initial VRM Data Generation | Create Base Figure and FBM VRMs | Published |
| 3 | Chapter 3: Figure Registration | Register Figure on Database, generate, place in Scene, and perform initial operation check | Published |
| 4 | Chapter 4: Outfit Registration | Create clothed VRMs, register Outfits, and check operations | Published |
| 5 | Chapter 5: Shape Registration | Register Morph / Skin / Hair / Outfit Shapes and check operations | Published |
| 6 | Chapter 6: Advanced Figure Registration / PBM | Create PBM VRMs, register to Database, redefine Morph Shape, and check operations | Published |
| 7 | Chapter 7: Advanced Outfit Registration / Collection | Create shoe-wearing VRMs, register to Database, configure Projection and Collection, and check operations | Published |
| 8 | Chapter 8: Advanced Outfit Registration / Mask | Create shoe-correction Mask in VRoid Studio, register Mask to Database, and check operations | Published |
| 9 | Chapter 9: VRM Integration | Register Expression and Physics VRMs, generate, and check operations | Published |
| 10 | Chapter 10: Document Storage | Aggregate Shapes created so far and save Document | Published |
| 11 | Chapter 11: Humanoid Compiler | Generate Humanoid from the created Document | Published |
| 12 | Chapter 12: Atlas | Configure settings in Atlas Editor and regenerate Humanoid | Published |
| 13 | Chapter 13: Hot Bake | Runtime Humanoid playback via Figure / Document / Atlas | Published |
BasicFemale) and FBM VRM (SampleI) using VRoid Studio.prefab)BasicFemale.vrm) in the Figure sectionSampleI / SampleI.vrm) in the FBMs section (Enabling Import All Materials and Textures)Walking.controller) playbackHair1) and preset dress (Dress1) using VRoid StudioHair1 / Dress1 in the Outfits section (Mesh Outfits) of ShapeSync EditorInclude / Exclude)SampleI axis in the FBMs sectionOutfitAttacher on the Scene-placed Figure and verifying attach/detach and body shape deformation tracking in Play ModeStocking.png) and configuring Alpha is Transparency in UnityStocking) in the Outfits section (Assigning texture name Body)morphSampleI, Hair: hairSampleI, Skin: skinSampleI, Outfit: outfitSampleI)ShapeDirector and verifying linked control and operations in Play Mode (Walking.controller).vroid data for localized body deformation (BreastSize) using VRoid StudioBreastSizeBasicFemale.vrm, BreastSizeSampleI.vrm) and outfit (Dress1BreastSizeBasicFemale.vrm, Dress1BreastSizeSampleI.vrm)BreastSize) and assigning Base / FBM VRMs in the Figure sectionFollow BreastSize)morphSampleI) in the Shapes section (SampleI = 1, BreastSize = 0.8)ShapeDirectorShoes1) in the Outfits section and classifying body materials as ProjectionCollection/Shoes1), adjusting posture (Hip Y / Foot X rotation) in Scene, and saving OverridesFull and Use Projection for Full Collection in the Collections sectionoutfitShoes1), generating, and verifying shoe Fit operation and remaining Poke via ShapeDirectorShoes1Mask.png) using 3D Paint in VRoid Studio (Assets/Texture/)Figure Material Entry: Body, Mask Texture: Shoes1Mask.png)SHAPESYNC_USE_UNIVRM) and criteria for skippingBasicFemale.vrm, FBM: SampleI.vrm) and Physics Reference (Hair1BasicFemale.vrm) in the Figure sectionHair1 / Dress1) in the Outfits sectionUniversalExpressionProxy and spring bone (SpringBone) physics tracking under walking playback in Play Mode (Isolated component testing)Tops1, 2 types of Skirt1) using VRoid Studioupperchest, lowerchest) and registering vocabularyoutfitTops1, outfitSkirt1, outfitSampleI)ShapeSyncDocumentA) and Document B (ShapeSyncDocumentB) via ShapeDirector (Assets/ShapeSync)ShapeSyncDocumentA) as inputBasicFemale.prefab, Document: ShapeSyncDocumentA.asset, Atlas Schema: Blank)Transport VRM Physics toggle in VRM integration environmentAssets/ShapeSync/Compiler/DocumentA/) and executing GenerateDocumentA prefix (DocumentA.prefab, DocumentA.asset, DocumentA_avatar.asset, Materials / Textures, etc.)BasicFemale.prefab) / Document (ShapeSyncDocumentA.asset)ignore setting for Hair1 considering UV overlap and checking aspect ratio warningsDry Run and saving Atlas Schema (Assets/ShapeSync/AtlasSchema.asset)Assets/ShapeSync/Compiler/AtlasA/)AtlasA prefix and explanation of Main Texture consolidation effectAnimator and HotBake Figure components to an Empty GameObjectHotBakeFigureA) (Figure: BasicFemale.prefab, Document: ShapeSyncDocumentA.asset, Atlas: AtlasSchema.asset, Require Atlas: ON, Physics Transport: ON)Walking.controller and verifying 1st character solo walking in Play ModeHotBakeFigureB), placing at Position (1,0,0), and configuring (Document: ShapeSyncDocumentB.asset, Atlas: None, Require Atlas: OFF, Physics Transport: ON)© 2026 zgock999. Released under the MIT License.