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Character Customizer – Dev Community

Character Customizer – Dev Community

Tsunami 19 October, 2025
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User Rating 2 (1 vote)

Character Customizer is a modular customization utility that comes with a male and female character. Menus can be set up by simply dragging and dropping and will work with any skinned meshes.

For more details this asset from the Unity Asset Store: Click Here

Character Customizer v2.3 (10 Oct 2025) (Latest version)

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Character Customizer v2.2.2

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Character Customizer v2.2.1

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Character Customizer v2.1

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Description

Versatile, general purpose character customizer system

Character Customizer is a modular customization utility that comes with a male and female character. Menus can be set up by simply dragging and dropping and will work with any skinned meshes.

Automatic save system that stores material parameters, blendshapes and other options and parses to a human readable and editable JSON file
Save presets to file or copy them to scriptable objects (NPCs etc)
Clothing and hair are instantiated and attached to the characters at runtime using a simple scriptable object workflow
The characters have expression blendshapes for both the Oculus VR lipsync viseme standard and ARKit facial animation standard

Character Features:

74 blend shapes with different shapes for nose, eyes, mouth etc
Weight, height and width customization
3 different skin textures
Tint options for lips, skin, eyes
Comes with roughly 30 clothing items per gender
18 hairstyles and 4 beards
Hairstyles generally have bones for use with Dynamic Bone or similar
ARKit Face Tracking compatible FACS blend shapes
Oculus VR compatible viseme blendshapes
Bonus dummy character with 3 stylish hats

Character Customizer uses Libre Gothic under the Open Font License and Roboto under Apache Version 2.0; see Third-Party Notices.txt file in package for details.
Technical details

Characters come at 22k triangles, although the default character prefabs are a subdivided version at 73k triangles. Two additional LODs are at 10k and 2.5k triangles.

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