Scriptable Blendshapes | Advanced Morph Management for Unity
A downloadable Unity Engine Tool for Windows and macOS
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Solution: 24/7 Instant Access to support and extensive code help
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Problem: Unorganized and Hard-to-Manage Blendshapes
In Unity, blendshapes are typically listed as an unstructured array of names, making it difficult to manage, especially when dealing with dozens or even hundreds of blendshapes. Finding the specific blendshape you need, or grouping them in any meaningful way, becomes a tedious, frustrating task.
Solution: Seamless Organization with Scriptable Blendshapes
Scriptable Blendshapes introduces a logical hierarchy system that allows you to organize blendshapes into meaningful classes, groups, and subtypes. This means no more scrolling through endless lists trying to remember which blendshape does what. With this system, you can group blendshapes by body parts, facial expressions, or any custom category you need, turning chaotic lists into an intuitive and manageable structure. This leads to faster workflows and fewer mistakes in the long run.
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Problem: Tedious and Error-Prone Blendshape Code Creation
When writing scripts to control blendshapes, the manual process is slow, repetitive, and prone to mistakes—especially in larger projects. Unity provides no out-of-the-box way to streamline this process, which means you’re left to write custom code for each individual blendshape control by hand.
Solution: Instant Visual Click-to-Code Generation
With the UB3 Bridge Code Generator, you can generate all the blendshape control code you need instantly. Whether you’re using the UB3 Code Bridge or Unity’s default methods, this tool automatically generates accurate, ready-to-use code snippets. This saves countless hours of development time and ensures that your scripts reference the correct blendshapes every time—no more typos or manual errors slowing you down.
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Problem: Confusing, Hard-to-Maintain Code for Blendshape Control
Unity’s default method for controlling blendshapes relies on index numbers—an unintuitive and error-prone system. If you’ve ever tried to manage blendshapes through scripting, you know how difficult it is to remember which index corresponds to which blendshape. This leads to code that’s hard to read, maintain, and debug, especially in large projects.
Solution: Human-Readable, Future-Proof, Name-Based Code
With the UB3 Code Bridge from Scriptable Blendshapes, you can say goodbye to confusing index numbers. This plugin lets you control blendshapes using names, classes, and groups, making your code easy to understand and maintain. It’s not only will your code be clearer for you today, but it also ensures that your code is more future-proof. If you modify your blendshape set or index poisitions down the line, you won’t have to rewrite your entire script—your named references will still work perfectly.
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Problem: Inconsistent Blendshape Management Across Assets
When working on large projects with multiple characters, maintaining consistency in how blendshapes are organized and managed in script can be nearly impossible in Unity’s default system. Without a centralized way to manage metadata and hierarchy, blendshape data often becomes inconsistent, leading to chaotic workflows and disorganized assets.
Solution: Centralized, Consistent Control with Scriptable Objects
Scriptable Blendshapes introduces a centralized, reusable metadata system that applies across your entire project. With its blendshape hierarchy and metadata tools, you can standardize how blendshapes are organized, categorized, and controlled across multiple characters and assets. This ensures that your workflows remain efficient, organized, and scalable, even as your project grows.
Status | Released |
Category | Assets |
Author | NXVRStudio |
Genre | Visual Novel |
Tags | 3D, Animation, asset, blendshape, morph, no-code, scripting, tools, Unity |
Purchase
In order to download this Unity Engine Tool you must purchase it at or above the minimum price of $29.99 USD. You will get access to the following files: