vrm-c/univrm

UniVRM is a gltf-based VRM format implementation for Unity. English is here https://vrm.dev/en/ . 日本語 はこちら https://vrm.dev/

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Summary Information

Updated 1 hour ago
Added to GitGenius on September 20th, 2026
Created on April 16th, 2018
Open Issues & Pull Requests: 118 (+0)
GitHub issues: Enabled
Number of forks: 489
Total Stargazers: 3,388 (+0)
Total Subscribers: 82 (+0)

Repository Insights (GitGenius)

Median issue/PR response: 11.2 days
Mean response time: 34.5 days
90th percentile: 102.8 days
Tracked items: 188

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How this project is maintained

Roughly one issue in four opened in the past year never receives a reply. 100% of open issues come from outside the core team, so the backlog reflects real-world use rather than internal planning. Work labelled "WebGL" is answered fastest, typically in about 4 days, while "importer" waits about 3 weeks. Only 55% of issues opened in the past year have been closed. Three people close 82% of everything that gets resolved.

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Issue Activity (beta)

Open issues: 70
New in 7 days: 0
Closed in 7 days: 0
Avg open age: 466 days
Stale 30+ days: 68
Stale 90+ days: 32

Recent activity

Opened in 7 days: 0
Closed in 7 days: 0
Comments in 7 days: 0
Events in 7 days: 0

Top labels

  • bug (135)
  • SpringBone (28)
  • help wanted (26)
  • stale (26)
  • exporter (25)
  • material/texture (22)
  • importer (21)
  • WebGL (15)

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Detailed Description

UniVRM is a glTF-based VRM format implementation for Unity that enables developers to work with VRM avatar models in Unity projects.

VRM is a standardized file format designed for 3D avatars built on the glTF specification. UniVRM solves the problem of importing, exporting, and manipulating VRM models within the Unity engine by providing native support for the format. The tool handles the conversion between VRM files and Unity's internal representation, allowing developers to load avatar models and access their skeletal structure, materials, and metadata programmatically.

UniVRM is suited for projects that require avatar support, including social VR applications, metaverse platforms, character customization systems, and any Unity-based experience where standardized avatar interchange is needed. The project is particularly valuable for developers building ecosystems where users need to bring their own avatars across different applications, since VRM's standardization means avatars created in one tool can be used in another. Teams working on avatar-heavy applications should evaluate whether the VRM format's feature set and the tool's implementation match their specific requirements around avatar customization, animation, and expression systems.

The project maintains active development with regular updates addressing both bug fixes and feature enhancements. The codebase shows consistent refinement of the VRM specification implementation, with attention to compatibility across different Unity versions and improvements to the import and export pipeline. Development activity demonstrates engagement with the broader VRM ecosystem, incorporating feedback and maintaining alignment with the evolving glTF and VRM standards.