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Advanced blendshape management tool for unity 3D using scriptable objects to create a universal foundation for animation, automation, optimization, and randomization. *Enables calling by name & class
Render pipeline compatibility
The Built-in Render Pipeline is Unity’s default render pipeline. It is a general-purpose render pipeline that has limited options for customization. The Universal Render Pipeline (URP) is a Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. The High Definition Render Pipeline (HDRP) is a Scriptable Render Pipeline that lets you create cutting-edge, high-fidelity graphics on high-end platforms.
Unity VersionBuilt-inURPHDRP
2021.3.44f1
Compatible
Compatible
Compatible
Additional compatibility information

The demo scene uses built-in render pipeline shaders which can be upgraded if needed. If you require the demo scene, we suggest opening it in a built-in render pipeline project and only uploading the asset files to your URP or HDRP project to save on needless bloat. 


Scriptable Blendshapes works for all render pipelines as it's not directly related to graphics, shaders or rendering.

Description

Problem: Support queries with other publishers can take hours, days or even weeks.


Solution: 24/7 Instant Access to support and extensive code help


We have trained a GPT with code interpreter functionality on the source code, documentation and troubleshooting data of this asset to better assist our customers when they need a long sequence of immediate responses. This enables us to provide support for extensive queries above and beyond what can realistically be expected of asset publishers.


[Link available in the package contents]


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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 Visuaual 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.


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Scripable Blendshapes Quick Start Workflow:



1) Open Blendshape Management Tool, assign skinned mesh with blendshapes and create new blendhshape menadata ad blendshape class hierarchy scriptable objects with the provided buttons in the left column


2) Create a blendshape hierarchy by clicking the Edit Class Hierarchy and adding the appropriate Class/Group/Subtype array items for your project


//Example:


Animation (Class)


-Face (Group)


---Eyes (Subtype)

---Mouth (Subtype)

---Brow (Subtype)


-Body (Group)


---Arms (Subtype)

---Legs (Subtype)


3) Assign blendshapes to classes using either the Blendshape Management Tool, or the Batch Blendshape Editor tool found in the "tools" tab in the top bar.


4) Use the UB3 Bridge Code Generator to Implement methods for manipulating blendshapes via new or existing scripts.


//Example

ub3CodeBridge.LerpIncreaseBlendshapeWeightBySubtype("TakeDamage", 100f, 0.2f);

ub3CodeBridge.LerpResetBlendshapeWeightBySubtype("TakeDamage", 0.4f);


**You can also automatically generate code (with comments) for default unity methods with an easy search-and-click interface.



5) Assign blend shape metadata scriptable object and skinned mesh renderer to a UB3 code bridge component in your scene to utilize pre-established public methods or create your own using the metadata from the scriptable objects (.asset)



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List of methods available through the UB3 Code Bridge:


Methods for Blendshapes by Name


SetBlendshapeWeightByName


GetBlendshapeWeightByName


IncreaseBlendshapeWeightByName


DecreaseBlendshapeWeightByName


LerpBlendshapeWeightByName


LerpIncreaseBlendshapeWeightByName


LerpDecreaseBlendshapeWeightByName


ResetBlendshapeWeightByName


LerpResetBlendshapeWeightByName



Methods for Blendshapes by Class


SetBlendshapeWeightByClass


ResetBlendshapeWeightByClass


LerpBlendshapeWeightByClass


LerpIncreaseBlendshapeWeightByClass


LerpDecreaseBlendshapeWeightByClass


LerpResetBlendshapeWeightByClass



Methods for Blendshapes by Group


SetBlendshapeWeightByGroup


ResetBlendshapeWeightByGroup


LerpBlendshapeWeightByGroup


LerpIncreaseBlendshapeWeightByGroup


LerpDecreaseBlendshapeWeightByGroup


LerpResetBlendshapeWeightByGroup



Methods for Blendshapes by Subtype


SetBlendshapeWeightBySubtype


ResetBlendshapeWeightBySubtype


LerpBlendshapeWeightBySubtype


LerpIncreaseBlendshapeWeightBySubtype


LerpDecreaseBlendshapeWeightBySubtype


LerpResetBlendshapeWeightBySubtype



Other Methods


InitializeBlendshapeMap


ResetAllBlendshapesToDefault






Technical details

Note: Our demo scene was created for the built-in render pipeline. To prevent bloat we recommend only importing the actual package contents into your project, and viewing the demo scene in a burner project using the Built-in pipeline in the event viewing a demo scene is required. Alternatively, you can view Unity's documentation for upgrading the scene to URP or HDRP.




Features:

  • Blendshape Management Tool (Tool)

--3 Column tool window for searching, viewing and editing blendshape hierarchy system, and both processed and unprocessed blendshapes.

  • Batch Blendshape Editor (Tool)

--2 Coumn tool for quickly assigning hierarchy metadata to numerous blendshapes via filters and processed vs unprocessed status.


  • UB3 Code Bridge Component (Component)

--A component that contains commonly used public methods for implementing the UB3 Scriptable Blendshapes system in other scripts.


  • UB3 Bridge Code Generator (Tool)

-- Handy tool for searching and generating code snippets for blendshape control using both the UB3 bridge system as well as Unity's default methods.


  • BONUS - UB3 Animation Event Generator (Tool)

-- No-code interface for creating animation event scripts from snippets generated by the code bridge generator



Supported OS:

  • Windows & MacOS

Unity Versions

  • All render pipelines, Unity 2021.3 or Newer

Link to documentation


https://drive.google.com/file/d/1jhaop8hboVq8mTc9n7bsu3NaPDmYHgut/view?usp=drive_link




Scriptable Blendshapes | Morph Management - Shape Key Metadata - Code Generator

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File size
207.9 MB
Latest version
3.0.0
Latest release date
Nov 7, 2024
Original Unity version
2021.3.44 or higher
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Scriptable Blendshapes | Morph Management - Shape Key Metadata - Code Generator
$79.98