← Back to Tutorial Index | ← Chapter 12: Atlas (VRAM Reduction and Humanoid Regeneration via Texture/Material Consolidation)
This chapter is the final chapter of the ShapeSync Asset tutorial (Spec 23).
While Humanoid Compiler in Chapter 11 pre-built Humanoids as asset files (.prefab, .asset) in the Unity Editor, Hot Bake explained in this chapter is a feature that dynamically assembles and generates Humanoids in memory at game runtime.
There is no need to place another ShapeSync Figure directly in the Scene. Simply add the Animator and Hot Bake Figure components to an empty GameObject, and specify the Figure / Document (and any required Atlas Schema), and a complete Humanoid model will be automatically generated in the child hierarchy at runtime.
Assets/ShapeSync/Generated/BasicFemale.prefab (Generated in Chapter 3)Assets/ShapeSync/ShapeSyncDocumentA.asset (Saved in Chapter 10: Tops + Skirt outfit)Assets/ShapeSync/ShapeSyncDocumentB.asset (Saved in Chapter 10: Dress outfit)Assets/ShapeSync/AtlasSchema.asset (Created in Chapter 12)Assets/CC0Animation/Walking.controller (Introduced in Chapter 3)First, create the first runtime generation object applying Document A (separate outfit) and the Atlas Schema from Chapter 12.
Create Empty to create an empty GameObject.HotBakeFigureA.Position is set to (0, 0, 0) (X: 0, Y: 0, Z: 0).
▲Figure 13-1-1: Creating an empty GameObject by selecting “Create Empty” from the right-click menu in the Hierarchy window
▲Figure 13-1-2: Initial state of the created empty GameObject (HotBakeFigureA) and Position (0, 0, 0)
Add Component button in the Inspector of HotBakeFigureA.anim in the search field and click the displayed Animator to add it.Add Component again, type Hotbak (or hotbake) in the search field, and click Hot Bake Figure (zgock.ShapeSync.StackMachine.Humanoid) to add it.
[!NOTE] Dependency on Animator:
Hot Bake Figureoperates on the premise that a standard UnityAnimatorcomponent exists on itself or in its parent hierarchy.
▲Figure 13-2-1: Adding the Animator component by typing “anim” in the Add Component search field
▲Figure 13-2-2: Adding the Hot Bake Figure component by typing “Hotbak” in the Add Component search field
▲Figure 13-3: Initial Inspector state immediately after adding the Animator and Hot Bake Figure components to HotBakeFigureA
Configure the following items in the Hot Bake Figure component of HotBakeFigureA.
| Setting Item | Setting Value | Notes |
|---|---|---|
Figure Prefab |
BasicFemale.prefab |
Specify Assets/ShapeSync/Generated/BasicFemale.prefab |
Document |
ShapeSyncDocumentA.asset |
Specify Assets/ShapeSync/ShapeSyncDocumentA.asset |
Atlas |
AtlasSchema.asset |
Specify Assets/ShapeSync/AtlasSchema.asset |
Require Atlas |
ON (Check) | Applies Atlas Schema as required |
Physics Transport |
ON (Check) | * Only displayed in VRM integration environment |
Spawn Targets |
Leave empty (0) | Automatically managed at runtime |
Assets/CC0Animation/Walking.controller into the Controller field of the Animator component on HotBakeFigureA to assign it.
▲Figure 13-4: Configured state of each property on HotBakeFigureA (Controller: Walking, Figure: BasicFemale, Document: ShapeSyncDocumentA, Atlas: AtlasSchema, Require Atlas: ON, Physics Transport: ON)
BasicFemale(Clone)(Clone) and TextureStackMachineHost(Clone) are dynamically generated under the child hierarchy of HotBakeFigureA.Avatar property of Animator.Spawn Targets on Hot Bake Figure automatically becomes 1, indicating generation completion.
▲Figure 13-5: Humanoid dynamically generated under HotBakeFigureA child hierarchy during Play Mode, playing walking animation in separate outfit
Next, duplicate the first character to create a second character that operates with a different outfit (Document B: One-piece dress) and without Atlas (individual textures).
HotBakeFigureA and select Duplicate (or press Ctrl + D) to duplicate it.HotBakeFigureB.Position X to 1 (coordinates (1, 0, 0)) (placing it to the right of the first character).
▲Figure 13-6-1: Duplicating by right-clicking HotBakeFigureA in the Hierarchy window and executing “Duplicate”
▲Figure 13-6-2: Duplicated GameObject named HotBakeFigureB with Position set to (1, 0, 0)
Modify the settings on HotBakeFigureB. The Animator Controller (Walking), Figure Prefab, and Physics Transport: ON are retained as-is from duplication.
| Setting Item | Setting Value | Modification Details |
|---|---|---|
Figure Prefab |
BasicFemale.prefab |
Verify it is retained (or re-specify) |
Document |
ShapeSyncDocumentB.asset |
Change to Document B (Dress outfit) |
Atlas |
None (Empty) |
Unassign Atlas |
Require Atlas |
OFF (Uncheck) | Remove Atlas requirement |
Physics Transport |
ON | Keep ON just like the first character (VRM integration environment) |
▲Figure 13-7: Property configuration for HotBakeFigureB (Document: ShapeSyncDocumentB, Atlas: None, Require Atlas: OFF, Physics Transport: ON)
HotBakeFigureA: coordinates (0,0,0) ): Model wearing Document A separate outfit (Tops1 + Skirt1) with Atlas applied walks.HotBakeFigureB: coordinates (1,0,0) ): Model wearing Document B one-piece dress (Dress1) generated without Atlas walks.
▲Figure 13-8: Final screen showing two Humanoids with different outfits (Left: red Dress1, Right: Tops1+Skirt1) dynamically generated simultaneously and walking side by side during Play Mode
Figure Prefab or Document is not set to None (unassigned).Atlas field is not None when Require Atlas: ON is set (if not using Atlas, Require Atlas: OFF must be set).Animator component is correctly added to the GameObject itself or its parent hierarchy.Congratulations! You have completed the entire ShapeSync Asset tutorial (all 13 chapters).
Throughout this tutorial, you have mastered the complete workflow of ShapeSync:
By leveraging ShapeSync, you can achieve versatile outfit customization, body shape modification, and highly efficient character rendering in Unity while preserving the rich expressiveness of VRoid models.
← Back to Tutorial Index | ← Chapter 12: Atlas (VRAM Reduction and Humanoid Regeneration via Texture/Material Consolidation)