MingToon Manager
This component collects avatar material selection, looks, mesh setup and upload settings. Keep it on the avatar root after conversion. Begin a first conversion with the Setup Wizard.
Try it in 30 seconds
- Select the avatar root in the Hierarchy.
- Use
GameObject > MingToon > Add MingToon Manager. This opens the Setup Wizard. - Follow the wizard to keep the original and create a MingToon copy.
- Check the Start tab and slot counts on the copy's root.
Start tab and status
The tabs are Start, Look and Optimize. Below them, material buttons select All, Face, Skin, Face & Skin, Common or Exclude Face targets. Select the targets, then edit them together in the material inspector.
The update row provides notification settings, patch notes, and check/update actions.
The Start card's MingToon slots N · Convertible slots N counts slots in the current target.
Convertible slots are supported original slots, not every non-MingToon material.
Current Load appears when MingToon slots exist. It estimates cost from material settings; it is not GPU utilization or measured FPS. Recalculation may take a short time after changes.
Below the card are Control lighting in game, Prepare for upload, and Convert / restore existing target foldouts. New outfit or prop slots under a converted avatar can be converted through the new-items card. Use the renderer rescan action after changing the outfit configuration.
Start — conversion and recovery
For a first conversion, Create a copy opens the wizard. Expand Convert / restore existing target to work on an existing target. See lilToon Material Conversion for steps and conversion limits.
Slots that are not converted
Particles/VFX, refraction/gems, fur/shells, audio reactions and special helper passes may remain unchanged. Read the conversion result and skip reasons. Zero convertible slots does not mean every material is MingToon.
Face and skin assignment
Assign Face Renderers and Skin Renderers, then apply their roles.
Use Add From Selection to add selected Renderers.
Per-slot roles are Auto, Face, Skin and Regular.
If clothes or hair share a skin Renderer, mark those slots Regular.
Auto does not guess faces from names. Assign the role when the original material lacks a face flag.
Look preset during conversion
Use the Look Preset dropdown to choose from factory presets and saved looks. Low presets are separate entries in the same list. Select the entry you want and apply it. Choose color after look. Keep Existing Values applies the selected look while preserving protected original color and shadow values. It does not promise a pixel-identical result.
Target and tools
The Target · Tools area below the active tab contains shared scope, Renderer list and role actions. Include Inactive Children includes disabled outfits. After replacing outfits, rescan Renderers and check slots and roles.
Look — presets and mesh setup
Apply a preset in the look card, then adjust each material under Material details. Expand Outline, face and height setup to prepare or rebake mesh channels. Occupied UV channels are protected unless Overwrite Occupied UV Channels is enabled.
Adjust face normals through the editing proxy; bake them on upload copies. If an old bake prevents proxy changes from appearing, check Clear Baked Face Normals. See Mesh UV Bakes for channel and conflict rules.
Conversion restore and recovery apply to recorded targets. Check current slots and the last conversion result before restoring.
Optimize — optimization and upload
This tab contains upload automation, textures and animation-preservation settings. See Automatic Build Optimization for scope and recovery. The texture resolution cap is shared across projects in this Unity editor; check its scope. Quest (Android) is currently unsupported.
VRChat upload preparation
The Manager does not directly install expression menus, parameters or FX. Prepare in-game controls through the separate Ming Light Controller integration.
- Rescan and confirm the current Renderer scope.
- Check roles, the last conversion result and skipped materials.
- Review project validation and SDK Builder warnings, then upload.
- Check your normal view, mirrors and Photo Camera separately in the client.
Export and validation
Upload preparation checks
Use StudioRaming > MingToon > Validate Project to check project conditions.
Validation codes cover project checks, not avatar appearance, animation or client acceptance.
Check slot counts, conversion results and build-clone component cleanup separately.
Common problems
If face shading matches the body, check the Face role and face-material settings. If new clothes are missing from scope, rescan Renderers and check the new-items card. Removing the Manager loses its cached Renderer scope; prepare that scope again before uploading.
lilToon Material Conversion · Setup Wizard · Editing Multiple Materials · Automatic Optimization