VRM FirstPerson has two types of setting:
※ These settings only work on VRM application side
You can adjust how the movement of the headset is reflected on the model’s head by the followings:
FirstPersonBone keeps track of a VR headset in the first-person view. Normally the Head bone is assigned as FirstPersonBone.
The offset from the FirstPersonBone position to the tracking position. [0, 0.06, 0] is the default offset from the head to the middle of the eyes.
The visibility setting is for VR applications. For a VR application, two types of camera, First-person camera and Third-person camera, are expected to be used.
However, for first-person camera, the user may encounter the following situations:
To address the above issues, you can set up the visibility of each mesh for First-person camera and Third-person camera:
|Setting||First-Person Camera||Third-Person Camera||Note|
|Both||〇||〇||The part with a certain distance from the head (e.g. body, hands and feet)|
|ThirdPersonOnly||〇||Only visible from the external camera (e.g. head, hair, hat)|
|Auto||Described below||Described below||Default|
The default setting for Mesh Renderer in VRMFirstPerson is
If you increase/decrease the number of meshes (i.e. change the model’s structure), the reference to the original mesh may become
Missing, resulting in VRM Export failure.
We can fix the missing problem by resetting VRMFirstPerson.
gear icon ⚙ on the upper right corner of
VRM First Person(Script) inspector and select
Reset shown as follow:
Auto is specified, the mesh will be split into two parts (
ThirdPersonOnly) automatically during import.
In UniVRM, call VRMFirstPerson.Setup() for auto splitting.
Auto, each vertex will be checked whether it contains the weight of Head bone (or the child of the Head bone)
ThirdPersonOnly. And another mesh is set as
Note that auto splitting is a heavy processing.
Split the model into
|The meshes with |