Skip to main content



A group of components related to oscillating mono settings.

Where components are added​


When importing a VRM, it will be added to an automatically generated game object named secondary.


When importing VRM, it will be added to the game object added during export.

Please check secondary in the Hierarchy window if you cannot find VRMSpringBone


The setting for making objects swaying such as tail, hair, clothes and so on. Please set the target object's parent Gameobject inRoot Bones. To do that, drag a target object (e.g.hair1_L) fromHierarchyto theElement Xfield (or click the rightmost icon ofElement Xthen you can see a list of selectable components). AdjustSizeto change the number ofRoot Bonesyou want to put in.

Example: Set the hair and ribbon in Root Bones

That's it. Try to adjust Stiffness Force, Gravity Power, etc. The target objects will perform swaying movements.

[Option] VRMSpringBoneColliderGroup (Collision detection)​

The collision detection mechanism can be added to prevent swaying objects from penetrating user-specified parts.

Add the collision detection mechanism on the head (VRMSpringBoneColliderGroup)

For example, hit Add Component to attach VRMSpringBoneColliderGroup script toheadand dragheadto theElement 0field inCollider Groups. You can change its offset and radius value by double clicking theElement 0field inCollider Groups.

Attach the VRMSpringBoneColliderGroup script to head and set head in Collider Groups

Gizmo at runtime (check Draw Gizmo in the Inspector of VRMSpringBone)

There is no set VRMSpringBone​

VRMSpringBone was attached to the node secondary during import.

Complex hit detection settings​

When setting up complex collision detection, set multiple spheres in one added VRMSpringBoneColliderGroup.

Prevents shaking when moving​

Normal VRMSpringBone is calculated based on the world origin. By specifying a game object as the Center of VRMSpringBone, you can change the reference point of the shaking object.