README_en.md
May 27, 2026 ยท View on GitHub

Logo: by @otama_jacksy
v5.0.0
- Author: Baxter
- 2026/May/31
The VRM avatar application without any special device.
- Features
- Download
- Contact
- (For Developers) Build
- Third-Party License
- About Localization Contribution
1. Features
- Load your VRM and show bust up
- Show the keyboard and mouse operation in realtime.
- Change chromakey for your casting application.
The biggest feature is NO NEED for VR devices like HTC Vive, Oculus Rift, Leap motion.
It will be helpful in the following situations.
- Casting with almost no preparation
- Tech presentation with live coding
- Desktop mascot
2. Download
Run on Windows 10 and Windows 11.
Please see Manual for the detail.
3. Contact
note: Contact in English or Japanese is very helpful for the author.
4. (Developer) How to build
4.1. Folder structure
Put the repository on your local folder. folder path should not include space character.
Open Unity project with Unity 6.3.x, and open WPF project with Visual Studio 2022.
Maintainer's environment is as following.
- Unity 6.0.13f1 Personal
- Visual Studio Community 2022 (17.14.29)
- Component ".NET Desktop Development" is required.
- Also Component "C++ Desktop Development" is required, for Unity Burst compiler.
4.2. Asset install
- From Asset Store:
- DOTween
- FinalIK
- Other
- Oculus LipSync Unity Integration v29
- VRMLoaderUI v0.3
- SharpDX.DirectInput 4.2.0
- RawInput.Sharp 0.0.3
- Fly,Baby. ver1.2
- LaserLightShader
- MediaPipeUnityPlugin, v0.16.3 or later
- Roslyn Scripting (see the last part of this section for detail)
Note that FinalIK is paid asset.
"Fly,Baby." and "LaserLightShader" are available on BOOTH, and they are optional. If you do not introduce them, some of typing effects will not work correctly.
About MediaPipeUnityPlugin, move following model files (.bytes) in the package into StreamingAssets/MediaPipeTracker folder.
face_landmarker_v2_with_blendshapes.byteshand_landmarker.bytesholistic_landmarker.bytes
Install SharpDX by following steps.
- From 2 URLs get
.nupkgfile byDownload package, and expand them as zip file. - In the expanded zip, see
lib/netstandard1.3/to get fileSharpDX.dllandSharpDX.DirectInput.dll. Put these file in anywhere on the Unity project.
RawInput.Sharp can be installed with almost same work flow.
- Get
.nupkgfrom NuGet gallery and expand as zip to getlib/netstandard1.1/RawInput.Sharp.dll - Create
RawInputSharpfolder in Unity project's Assets folder, and put dll into the folder.
To install Roslyn Scripting library, get following packages from NuGet to introduce .dll files.
Microsoft.CodeAnalysis.CSharp.Scripting-v4.8.0System.Runtime.Loader-v4.0.0
In maintainers' project, the folder and file structure is as following.
Assets/CSharpScriptingMicrosoft.CodeAnalysis.CSharp.Scripting-v4.8.0/Plugins- Microsoft.CodeAnalysis.CSharp.Scripting.dll
- Microsoft.CodeAnalysis.dll
- Microsoft.CodeAnalysis.Scripting.dll
- System.Buffers.dll
- System.Collections.Immutable.dll
- System.Memory.dll
- System.Numerics.Vectors.dll
- System.Reflection.Metadata.dll
- System.Runtime.CompilerServices.Unsafe.dll
- System.Text.Encoding.CodePages.dll
- System.Threading.Tasks.Extensions.dll
- Microsoft.CodeAnalysis.CSharp.dll
System.Runtime.Loader-v4.0.0/Plugins- System.Runtime.Loader.dll
*NuGetForUnity might get the packages related to Roslyn Scripting correctly, though it is not tested yet.
I recommend to create Assets/Ignored folder and move Assets/* folders introduced by above steps. You should do this if you want to ignore those 3rd party assets in version control.
Also there are some UPM based dependencies.
- Zenject v9.3.1
- NuGetForUnity
- UniVRM v0.121.0
- R3
- UniTask
- KlakSpout
- MidiJack
- This is fork repository and not the original.
- uWindowCapture v1.1.2
- uOSC v2.2.0
Following packages are installed via NuGetForUnity.
4.3. Build
4.3.1. Build by Cmd Files
Build operation is available by .cmd files in Batches folder.
Please see what args are supported in each files.
For Unity build, you have to prepare required assets beforehand, and note that Unity Editor version is strictly specified in build_unity.cmd.
If you have some reason to use different version of editor, you need to modify build_unity.cmd.
Note that, create_installer.cmd requires Inno Setup to be installed.
# Build WPF project
build_wpf.cmd standard dev
# Build Unity project
build_unity.cmd standard dev
# Call after building WPF and Unity project to make installer
create_installer.cmd standard dev v1.2.3
# Build and create installer, with version name written in "version.txt"
job_release_instraller.cmd
4.3.2. Build on Opened Project
Prepare output folder like Bin. Following instruction expects the folder name is Bin, but of course you can specify other name.
- In Unity,
- Specify
Binfolder for the output.
- Specify
- To build WPF project, right click
VMagicMirrorConfigproject on the solution explorer and selectpublish.- Use following profile setting as
Folder Profile.- Configuration:
Release | x86 - Target Framework:
netcoreapp3.0 - Deployment Mode:
Self Contained - Target Runtime:
win10-x86 - Target Location: choose somewhere on your PC folder
- Configuration:
- By the publish you will get the files at target location folder. Then, copy the files to
Bin/ConfigApp/folder.
- Use following profile setting as
When you want to check right folder structure, please see the distributed app.
5. Note about Missing Assets
VMagicMirror v4.0.0 and later version supports Buddy feature, and BuddyPresetResources.asset will have missing binary data (.bytes).
This is because the preset buddy assets were created by a third party on a commissioned basis.
When necessary, please assign dummy assets at Texture Binary and VRM Binary field of BuddyPresetResources.asset.
Texture Binary: 256x256px image png file, with extension changed to.bytesVRM Binary: Light VRM model, with extension to.bytes
ref: (Add URL reference to doc web page, when preset buddy's license note is added)
6. Third-Party License
6.1. OSS License
OSS license is listed in control panel GUI, and the resource text is this file.
This page is similar, but it also refers to the libraries which are used in past versions.
https://malaybaku.github.io/VMagicMirror/credit_license
Note that some images are created with Otomanopee font. This is not license notice, since the font itself is not redistributed.
6.2. About Model data under Creative Commons Attribution
This repository includes following model data files under Attribution 4.0 International (CC BY 4.0).
Gamepad.fbx(Author: Negyek)CarSteering.glb(Author: CaskeThis)
VMagicMirror applies material for visual consistency, and allow texture replacement to support visual customize.
7. About Localization Contribution
Please check about_localization.md, when you plan to contribute by localization activity.