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Ida Faber creates a great character, SerjoCG ships an excellent sci-fi armor set, and DAZ3D/iClone provide high-quality outfits.
Normally, these assets stay locked to their original characters because rig differences make reuse difficult.
Crystal Character Creator is built to make that workflow more flexible.
Crystal Character Creator is a model-agnostic character design and creation system for Unity, designed for both runtime and editor use. It goes beyond traditional character editors by providing
Think of it as a lightweight MMD or Blender-style character creation workflow built directly into Unity. Build modular characters with smart/custom bone mapping, equipment/body sculpting, blendshape sync, body culling, and full preset save/load pipelines for both in-editor authoring and in-game customization.
For harder cross-rig cases, the package includes an experimental Re-Skin Bake workflow, along with manual mapping and sculpting tools. Results depend heavily on rig similarity, bone layout, and mesh structure, so some outfits may still require manual cleanup, such as re-rigging and weight painting with the planned Rigging Addon, or in Blender or Maya. In some cases, they may not transfer cleanly at all.
Please note: The models shown in the videos and images are not part of this asset.
===| 💬 DISCORD | 📖 DOCUMENTATION | 🎥 VIDEO TUTORIALS |===
Crystal Character Creator is a production-ready character customization framework for Unity focused on real in-game characters, not just a single demo avatar.
Flexible Equipment System
The core feature is a flexible rigged-mesh equipment workflow. In compatible-rig scenarios (not all rigs work!), clothing and equipment can be reused more freely than in character systems tightly bound to one avatar.
The system uses a multi-strategy bone mapping algorithm:
Equipment supports multi-slot assignment with custom slot definitions, slot exclusion rules (equipping a full-body outfit can auto-unequip gloves/boots), configurable render ordering, and an object pooling system for performance.
Body Shape Control
Adjust character proportions at runtime with the Body Part Length Adjuster. Scale arms, legs, neck, torso, head, breast size etc independently. Supports per-region upper/lower scaling, leg height compensation to keep feet grounded, and min/max clamping.
Sculpting
Crystal Character Creator supports sculpting for both body and equipment in runtime and editor contexts. Tools include Project (auto-push to body surface), Push/Pull brush, Smooth, region-based Sliders (Hourglass, Bulky, Pear, etc.), and a Transform gizmo. Symmetry painting, multi-mesh editing, and non-destructive delta storage are built in.
Bulk Fit Copy/Paste lets you transfer fit sculpting from one character to another using Exact, Transform, or Nearest Vertex interpolation modes.
Body & Equipment Occlusion Culling
To reduce clipping, the system includes automatic runtime body culling ... hidden body polygons under armor or clothing are removed from view. Manual mask painting is also supported, with tunable heuristics for surface distance, probe count, and coverage ratio.
Equipment-to-equipment occlusion layers let higher-priority items (e.g., a coat over a shirt) automatically cull lower-layer equipment. An auto-assign classifier analyzes equipment names and assigns occlusion layers using archetype scoring (underlayer → light clothing → heavy clothing → armor → outerwear), with a configurable confidence threshold and custom keyword overrides.
Blendshape Synchronization
Equipped meshes automatically follow body blendshape changes for consistent visual results. Smart name matching handles different naming conventions, with per-equipment weight scale/offset, configurable thresholds, noise word filtering, and custom mapping overrides. The BlendshapeSyncTarget component extends sync to non-equipment meshes like eyelashes or eyebrows.
Preset System
Save and restore complete character appearance data including equipment, colors, body proportions, blendshape values, sculpted adjustments, material properties, and character portraits. Presets support JSON and MemoryPack serialization.
Integration support is included for Crystal Save and Game Creator 2. For custom save systems, a dedicated integration guide covers CharacterPreset capture/apply, JSON serialization, per-field restore, equipment ID persistence, and cross-scene state.
UI Support
Crystal Character Creator supports uGUI, UI Toolkit, and IMGUI. Setup wizards build and wire UI quickly while keeping full control over your final layout.
The presenter-based architecture (ICharacterEquipmentPresenter, ICharacterBodyScalePresenter, ICharacterBlendshapePresenter, ICharacterPresetPanelPresenter) lets you swap or extend UI behavior without modifying framework code. Drop-in template UIs are included.
Gamepad and controller support is built in ... D-pad and stick navigation, confirm/cancel actions, slider adjustment, tab switching, and a preset gallery that loads on confirm. Mouse and gamepad coexist without conflict. Touch input is supported with single-finger orbit, two-finger pinch zoom, and two-finger pan.
Editor Tools
Load equipment on-demand via Unity Addressables instead of pre-loading everything. Addressable keys are preserved through preset save/load round-trips.
Magica Cloth 2 Integration
Equipped items with MagicaCloth components are automatically retargeted to the player skeleton. Reflection-based detection means no hard dependency on the Magica Cloth package.
Model-Agnostic
Crystal Character Creator has been tested with assets from Ida Faber, David Grette Studio, Nhance Studio, Picola, VRM, DAZ3D Genesis 8, SerjoCG, and Quang Phan. Best results come when characters share a similar base body or rig. The system is not tied to any specific avatar vendor.
Key Features
Add-ons
Crystal Character Creator will continue to grow beyond the current runtime/editor creator workflow.
The following optional add-ons are available and bundled into one package:
Optional Hair Designer - coming soon:
If your project needs a character customization foundation that is not locked to a single avatar package, Crystal Character Creator is built for that workflow.