Hello Ready Player Me Team,
We’ve recently noticed that when importing Ready Player Me avatars into Unity using the SDK, the previously separate “Avatar-Renderer” components for different body parts now appear to be merged into a single “Avatar_Renderer_Avatar” object. This change is impacting our existing workflow for binding lip-sync animations, which relied on accessing individual renderers for facial parts.
Could you please provide information regarding this change in the avatar’s imported structure? We would appreciate it if you could explain the reasons behind this consolidation and provide guidance on how developers can adapt their technical solutions, particularly for workflows like lip-sync animation that require access to specific mesh renderers.