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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]
UnityBVA技术交流群

Overview

Watch the video

Watch the video

Watch the video

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

  1. 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",
    ///
  }
}
  1. 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

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).

License

Apache License, Version 2.0