UnityBVA
A 3D cross-platform format for Unity
一个跨平台的3D格式,适用于虚拟人项目
[中文文档]
Overview
BVA is a GLTF-based, cross-platform format that store 3D data and far more than that. The format can be supported by many tools such as various game engines, Babylon.js, Maya, Blender. The 3D data is stored in standard gltf scheme, other infomation that BVA provides were totally extended by Extension & Extra ,thus it doesn't break the gltf-standard, and this will continue as tradition, to make it can be opened directly by Windows 3D Viewer, Babylon.js, mainstream modeling software etc.
Any tools that support gltf will also support viewing or editing the 3D part data of BVA.
Technically, it can also store any kind of data, like Multi-Media, animation clips, Custom data, even scripting. At present, it can be used as broadcast resources in the live broadcast, avatars for games or social applications, especially in VR, scenes that need avatars, such as virtual conferences, and tools that can develop virtual 3D video production similar to MMD, virtual idols, etc. Anything related to virtual world and UGC.
Furthermore, it might helps you create metaverse-like game like Roblox easily after integretion of user scripting, which was already on our roadmap.
Installing BVA
System Requirements
- Unity 2020.3 or later, preferred version - 2021.3 LTS
Installation
- Unity Package Manager , add following manually
UPM package | UPM url |
---|---|
"com.bilibili.bva": | "https://github.com/bilibili/UnityBVA.git?path=/Assets/BVA" |
"com.bilibili.bvavrmhotfix": | "https://github.com/bilibili/UnityBVA.git?path=/Packages/com.BVA.vrmHotfix" |
"com.vrmc.gltf": | "https://github.com/vrm-c/UniVRM.git?path=/Assets/UniGLTF#v0.102.0" |
"com.vrmc.univrm": | "https://github.com/vrm-c/UniVRM.git?path=/Assets/VRM#v0.102.0" |
"com.vrmc.vrmshaders": | "https://github.com/vrm-c/UniVRM.git?path=/Assets/VRMShaders#v0.102.0" |
"jp.lilium.toongraph": | "https://github.com/bilibili/UnityBVA.git?path=/Packages/jp.lilium.toongraph" |
or copy text into Packages/manifest.json
// manifest.json
{
"dependencies": {
///
"com.bilibili.bva": "https://github.com/bilibili/UnityBVA.git?path=/Assets/BVA",
"com.bilibili.bvavrmhotfix": "https://github.com/bilibili/UnityBVA.git?path=/Packages/com.BVA.vrmHotfix",
"com.vrmc.gltf": "https://github.com/vrm-c/UniVRM.git?path=/Assets/UniGLTF#v0.102.0",
"com.vrmc.univrm": "https://github.com/vrm-c/UniVRM.git?path=/Assets/VRM#v0.102.0",
"com.vrmc.vrmshaders": "https://github.com/vrm-c/UniVRM.git?path=/Assets/VRMShaders#v0.102.0",
"jp.lilium.toongraph": "https://github.com/bilibili/UnityBVA.git?path=/Packages/jp.lilium.toongraph",
///
}
}
- Clone repository -
git clone https://github.com/bilibili/UnityBVA.git
Build Target
- Standalone (Windows10 testified, Mac or Linux should also be OK)
- Android(vulkan or gles3.0 and linear texture must be supported)
- iOS 10 or later
- WebGL (works fine on Unity 2021 later, not tested)
Sample Build Requirements
All examples are located in Assets/BVA/Samples
- Windows10 or later
- MacOS
- Android or iOS (only scene
WebLoad
is currently available,OpenFileDialog
support standalone platform only)
Find more information Get Start
Important Notice :
- Except WebLoad sample, other samples are using FileDialog(SFB), on Windows , it use WinForm namespace, so it will build fail on IL2CPP compile, make sure using Mono to pass compile.
- ManagerScriptStriping should disable, I18N.CKJ has no reference, but GetEncoding rely on it.
- Shader Stripping : you should not strip Post Processing Variants.
- WebLoad could build success on Android & iOS.
Manuals
Samples
- View files
- Load BVA,GLB,VRM,PMX at Runtime
- Load BVA file from an url
- Export GameObject at Runtime
- Load multiple scene in single file at Runtime
- Show how to config an Avatar with Dress Up System
- BVA Test
Working with UnityBVA SDK
As a 3D gltf compatible file format, BVA capable of constructing scene regardless of the Engine's version, build target platform, which ease your pain of creating the Apps that involve user-creation-contents (also known as UGC). After all, creating such a format is not a piece of cake. A complete toolchain takes even more efforts.
Features
We believe that UGC will overwhelm the whole industry in the next decade and everybody will be encouraged to devote their effort on building the metaverse, let go out of imagination and creativity.
Uniform role model specification, provide a standard for facial & motion capture to better fit the model, and it can also be applied to VR games that need an Avatar, a single file can provide cinematic movement, the dressup system for role, scene, lighting, multimedia, all these content pack in a file and no additional attached configuration required, and it is cross-platform as well as version compatibility, You don't have to use a particular version of the engine.(AssetBundle has this problem)
It comes with a very efficient dynamic bone system that supports parallel computing, by utilizing Unity’s Job System and Burst compiler to create efficient code. (Automatic-DynamicBone by OneYoungMan)
- Export Avatar & Scene (editor full ability & runtime partial ability)
- Import VRM & MMD model as Prefab in Editor
- Runtime Load Avatar & Scene
- Runtime Load VRM & MMD model
- Collider & Camera & Light
- Avatar
- Cubemap Texture(vertical & horizontal & panorama 360)
- Skybox(6 sided textures & cubemap)
- Lightmap
- Text Mesh
- Decal Projector
- Audio (wav & ogg format)
- VidioPlayer (URL only)
- Face & Motion Capture Compatible(BlendshapeMixer)
- LookAt (eye follwing a target)
- AutoBlink (auto blink eyes)
- Reflection Probe(Custom Texture & Realtime)
- Generic Transform & Blendshape Animation, Humanoid Avatar Animation
- DynamicBone Physics
- PostProcess (
Volume
component in Universal RP) - Custom Material Import & Export Code Generation
- Component Code Generation (No nested structure)
- RenderSetting
Third-Party Tools
Welcome pull request, add your tools here.
- VRM2BVA - Convert VRM to BVA command line tool
Third-Party Cited
Forked from another open source repository , but some modifications may have been made. thanks the following open source projects
DracoUnity
https://github.com/atteneder/DracoUnity
License
Copyright (c) 2019 Andreas Atteneder, All Rights Reserved. Licensed under the Apache License, Version 2.0 (the "License"); you may not use files in this repository except in compliance with the License. You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.
Third party notice
Builds upon and includes builds of Google's Draco 3D data compression library (released under the terms of Apache License 2.0).
NAudio
https://github.com/naudio/NAudio
LiliumToonGraph
https://github.com/you-ri/LiliumToonGraph
UniVRM
https://github.com/vrm-c/UniVRM
UniHumanoid
https://github.com/ousttrue/UniHumanoid
KtxUnity
https://github.com/atteneder/KtxUnity
UnityGLTF
https://github.com/KhronosGroup/UnityGLTF
NaughtyAttributes
https://github.com/dbrizov/NaughtyAttributes
UnityPMXRuntimeLoader
https://github.com/hobosore/UnityPMXRuntimeLoader
unity-wrapper-vorbis
https://github.com/khindemit/unity-wrapper-vorbis
shader-variant-explorer
https://github.com/needle-tools/shader-variant-explorer
UnityIngameDebugConsole
https://github.com/yasirkula/UnityIngameDebugConsole
Samples Assets
https://github.com/KhronosGroup/Vulkan-Samples-Assets https://github.com/KhronosGroup/glTF-Asset-Generator
Useful commercial resources
- Animation Converter Convert animation clips (*.anim) between all 3 animation types (humanoid ⇆ generic ⇆ legacy).