Unity Package (ZEPETO Studio)

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1. Install

  1. Open your ZEPETO Studio project (Unity 2020.3.9f1)
  2. Window > Package Manager, click + at the top left, Add package from tarball...
  3. Pick com.bzepeto.unity2020-<version>.tgz
  4. A BZepeto menu appears in the menu bar, and the Console shows [BZepeto] Hot folder watch started

To update, do the same with the new file — the old version is replaced.

2. What happens by itself

  • Items from Blender (Send to Unity) land in Assets/BZepetoImport/<CATEGORY>/<item>/ as FBX, prefab and textures
  • ZEPETO shaders are applied — the shader chosen in Blender, or a guess from the names — and every map goes into its slot with the right colour space, keywords and factors (normal map, metallic/smoothness, emission, sheen, fur, hair, iridescence, clear coat, toon maps, the CustomEnv cubemap). Textures with alpha get Cutout mode (lace)
  • Headwear and mask materials get (NoColor) in their name, so the hair colour does not tint them
  • Import BlendShapes is switched on, so face expressions survive the import
  • The 1 MB texture total is checked again, and a thumbnail draft (300×300 transparent PNG) is saved to <project>/BZepetoThumbnails
  • Textures from ArmorPaint are copied next to the item and hooked up the same way
  • Set outfits (a top and a bottom material, UDIM tiles): <item>.udim.json says which textures belong to which material, and every material gets its own maps

Unity does not need to be the active window — it keeps importing in the background.

3. The BZepeto menu

Menu What it does
BZepeto > Open Dashboard status of the bridge and the hot folder
BZepeto > Bridge Connection connect to Blender by hand
BZepeto > Review > Check Selected Prefab review rules on the selected prefab: Light components, particle limits, particles without material or texture (white squares after upload), non-ZEPETO shaders, Color Grading, fur length, "(NoColor)", Import BlendShapes. Results in the Console
BZepeto > Review > Make Thumbnail (Selected Prefab) thumbnail draft; particles run for a second so they show
BZepeto > Review > URP Readiness (Selected) whether every material is a ZEPETO BuiltIn shader (converted automatically when ZEPETO switches to URP)
BZepeto > Effects > Add Safe Particle System a particle system with every option inside the Effect guide's limits, on the selected fx joint
BZepeto > Effects > Set Selected Textures as Particle Sprites Sprite (2D and UI) + Full Rect, as the Effect guide asks
BZepeto > Capture Playground For Blender in Play mode of the playground scene: records ZEPETO's preview menu for Blender's Playground and clip tests
BZepeto > Convert Diagnostics why a "Convert to ZEPETO style" failed