Follow these steps to install the VIPE Unity SDK:
- Download the VIPE SDK Package: Access the VIPE Unity SDK repository and download the latest SDK release.
- Import into Unity: Open your Unity project and import the VIPE SDK package using either method:
- Drag drop the package file into your Unity project's Assets directory.
- By double-clicking to open it directly, you will be greeted with a pop-up window that guides you through the import process.
When you install the VIPE Unity SDK, the dependency packages it depends on are automatically installed, so you don't need to install them manually, the installation of SDK is complete.
In any case, if you want to understand what packages you have installed, you can see them in the Assets folder. The 3 packages that the VIPE SDK depends on are UniGLTF, VRM and VRMShaders, which are installed together with the VIPE SDK, as you can see in the picture below:
UniVRM is the standard implementation of 3D Avatar file format VRM for Unity. It includes several dependencies, such as VRM and VRMShaders, all of which are crucial for the SDK to recognize and handle VRM files. You can to UniVRM on GitHub for more information about UniVRM.
If you delete the packages accidentally and want them back, or if you want to install the packages in the Packages folder to be able to use them globally in any other Unity project, you can follow these steps:
GIT Installation: GIT is necessary for managing dependencies within the Unity environment. Download and install GIT from Git - Downloads. This will allow you to handle VRM repository dependencies effectively. This installation will ensure that you do not encounter any issues when installing packages with GitHub URLs.
UniVRM Installation: following the instructions that you can find at UniVRM on GitHub. We recommend either of these 2 options:
Download VRM 0.x package and import it to the project. VRM 1.x is not required:
Or you can install the three first dependencies using the Package Manager with the git URL, starting with the link in the top:
Now that your VIPE Unity SDK is installed, you can start the easy process of configuring it to get it up and running.
First, you will have to open the Settings Menu following this steps:
Go to "Tools" in the toolbar and select VIPE:
Then the click on the 'Settings' option from the drop-down menu:
Keep the window open to continue with the SDK configuration.
Now you need to set the API-Key up. Follow these configuration steps:
- In the Settings window, you will find a field requesting an API-Key in the API Key setting menu. This code is essential to establish a connection to our services. If you do not already have an API-Key, click on 'Get API Key'. You will be redirected to our authentication page where detailed instructions on how to obtain it are provided.
- Once in possession of the key, enter it in the designated field. Use the icon to the right of the field to paste the API-Key if you prefer.
To display and manage your own avatars in the Plugin, it is essential to establish a connection to your digital wallet. If you do not want to see your own avatars, you can skip this section and go directly to the Render Settings.
Click on the 'Login to VIPE' button. You will be redirected to our web portal, where you will need to authenticate using your Metamask or WalletConnect wallet. Once the connection is established, return to Unity. You will notice that the 'Wallet Address' field will now be populated, indicating that the link has been successful.
We recommend that you ensure that you keep your login details secure and manage your avatars with caution.
You should now ensure that the VRM configuration within the SDK aligns with your project’s render pipeline (Standard or URP). It is crucial that both the Project and VRM states match to ensure optimal representation of the avatars:
Project Render Pipeline: Reflects the current state of the engine configuration.
VRM Configuration: Displays the active VRM configuration.
You can see both of them in the Render setting menu:
Use one of the two setup buttons to make sure they match the project settings.
With these steps, you have completed the basic configuration of the SDK.