Avatar SDK Move Unity Plugin — Text-to-Animation in Unity

Avatar SDK Move Unity plugin generates animations from a text description. You type a prompt, the animation is generated in the cloud, and it arrives as a Humanoid animation clip that is ready to play — imported, rigged and previewed for you.

The same pipeline works two ways: in the Editor you build a library of clips as assets, and at runtime your application can generate animations on demand, so the people using it can describe the movement they want and watch it play.

The Animation Generator window with a prompt entered, next to a character performing the generated animation
Type a prompt, press Generate, and the animation plays on your character.

The whole flow in 36 seconds.

Four steps to your first animation

  1. Open Avatar SDK Move → Animation Generator.
  2. Assign your humanoid model.
  3. Type what you want it to do.
  4. Press Generate Animation.

The clip is downloaded, imported as a Humanoid FBX, and starts playing in the preview — on your model, not on a generic mannequin. If you want it wired up, one button builds an Animator Controller from the clip and assigns it to your character.

The Animation Generator window docked over the Unity Scene view with a character selected
Assign any humanoid model from your scene as the target.
The Animation Generator window showing the generated clip playing in the preview, with a Create Animator Controller button
The generated clip is saved into your project and previewed on your own model.

Works with any humanoid model

The plugin animates any character Unity maps as Humanoid. Bone naming conventions do not matter, because bones are resolved through Unity’s own humanoid mapping.

Retargeting is not a naive rotation copy. Each bone is transferred as a delta from its rest pose, so proportions and skeleton orientations that differ from the source still read correctly. Root motion is scaled to your character’s hip height: a tall character and a short one both travel a sensible distance.

A stylized cartoon character and a realistic character performing the same generated animation
The same animation, retargeted onto two very different characters.

Generate animations at runtime

Ship an application where the animation does not exist until someone asks for it. Drop in the AnimationGenerator prefab, call one method, and the result plays on your character:

await animationGenerator.Generate(targetModel, prompt, duration);

Runtime generations are parsed in memory and applied directly to your character. That is what lets the whole flow run in a WebGL build.

A running application with a prompt field, a Generate button, and a character kneeling on one knee
The runtime sample: the user types a prompt and the animation is generated in the running application.

Requirements and platforms

  • Unity version: Unity 6000.0 or newer.
  • Supported platforms: Windows, macOS, Linux, WebGL, Android and iOS.

Get started

  1. Download the plugin and import the .unitypackage into your project.
  2. The Account window opens automatically. Enter your email, then the one-time code you receive.
  3. Open one of the included sample scenes — one shows the Editor workflow, the other end-to-end runtime generation driven from a UI.
  4. Open Avatar SDK Move → Animation Generator and describe your first animation.

The plugin is currently in beta. Animation generation is unlimited and available for testing and evaluation. For commercial use or licensing, contact us at support@avatarsdk.com.

Frequently asked questions

Which Unity versions are supported?
Unity 6000.0 and newer.

Do I need to use your characters?
No. Any model with a Humanoid Avatar works. MetaPerson sample characters are included so you have something to test with immediately.

What format are the animations?
In the Editor, animations arrive as FBX and are imported as standard Unity Humanoid clips you can use anywhere in your project — Animator Controllers, Timeline, blend trees. At runtime, they are delivered as GLB and applied directly to your character.

Can players generate animations inside a shipped game?
Yes. The runtime API is designed for it, and the included sample is a working example: a prompt field, a button, and live progress.

Does it work in WebGL?
Yes. Runtime generation runs in the browser.

Do I need to know how animation retargeting works?
No. Assign your model and press Generate. The retargeting is handled for you.

What does it cost?
The plugin is in beta and generation is currently unlimited for testing and evaluation. Contact support@avatarsdk.com about commercial use and licensing.