Crystal LipSync | 1-Click Solution incl. GC2 Integration & Eyes Animation
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1-Click Real-time audio & text-driven lip sync with 15 visemes, eye blink, and Game Creator 2, Yarn Spinner Dialogue & PixelCrushers Dialogue System integration.Requires Unity 6 LTS or higherAudio to Lipsync on WebGL supported (since Version 1.3.0)Text to Lipsync supported on WebGL===| 💬 DISCORD | 📖 DOCUMENTATION | 🎥 SETUP VIDEO |===Crystal LipSync is a lightweight, real-time lip sync + eye animation solution for Unity: lip sync (audio/text/mic), natural blinking, eye movement, look-target tracking, synkinetic brows, and mood-based mouth shaping ... all in one unified setup.It ships as pure C# source code (no DLLs, no native plugins, no black boxes). You can inspect, modify, and extend every line.Why Crystal LipSync?Real-time FFT spectral analysis on CPU (no preprocessing, no baking, no waiting)Zero external dependencies (no cloud, no API keys, no runtime downloads)Works on every Unity platform, including WebGL (v1.3.0+)Supports audio-driven lip sync and text-driven lip sync (no voice-over required)Designed for indie workflows: fast setup, auto-mapping, and clean integrationsIntegrationsGame Creator 2 (deep integration)Crystal LipSync integrates natively with Game Creator 2 via a one-click Setup Wizard and visual scripting instructions.Wizard provisions: lip sync, eye blink, eye movement, brow sync, look tracking, jaw bone setup, auxiliary mesh syncingAuto-detection + auto-mapping for common character typesVisual scripting instructions (7) to: play/stop speech, change moods, swap audio sources, toggle blinking, control text lip syncCustom GC2 properties for: triggering text lip sync from Typewriter, reading current dialogue text, and routing audio through chosen sourcesPixel Crushers Dialogue SystemText-to-LipSync integration includedAudio-to-LipSync works out of the box (no integration required)Yarn Spinner (full text + audio pipeline)Includes a dedicated Yarn Spinner assembly with:CrystalYarnLipSync: per-character bridge + auto-provisioningCrystalYarnTextPresenter: text-driven lip sync during dialogueCrystalYarnVoiceOverPresenter: audio-driven lip sync with voice-over clipsIncludes demo scenes for both text and audio workflows.Core FeaturesReal-time audio-driven lip syncFeed any AudioSource (voice-over, runtime TTS, streamed clips, microphone) and get smooth, frame-accurate viseme weights every frame.Supports 3D spatial audio: if Unity would otherwise produce silent spectrum data, Crystal LipSync can fall back to direct PCM sampling so lip sync stays reliable.15-viseme system (industry standard)Maps speech to the professional 15-viseme set for believable mouth animation from close-up dialogue to cinematic sequences.Multi-blendshape per viseme (ARKit/FACS-ready)Each viseme can drive multiple blendshapes at independent weights (ideal for anatomical rigs).Example: "AA" can blend jawOpen (80%) + mouthFunnel (20%).Includes built-in ARKit presets that auto-map tuned multi-blendshape combinations. Use the "+" button per viseme to add/adjust blendshapes.Combined blendshape + jaw bone modeDrive blendshapes and jaw rotation together for more natural speech. The Setup Wizard auto-detects jaw bones and applies model-appropriate axes and max angles (iClone CC, DAZ Genesis, ARKit/FACS, etc.).Text-driven lip sync (no audio required & multi-lingual)Animate the mouth directly from dialogue text, including common letter groups (th, sh, ch, ee, oo). Timing automatically matches your typewriter reveal speed so mouth motion stays synced to what the player sees.Live microphone lip syncCapture mic input and drive visemes in real time using the same FFT analyzer (no ML, no phoneme recognition, no cloud). Useful for avatars, social VR, streaming overlays, and player-voice-driven characters. Optional monitoring or silent mode (no echo).Eye & Face AnimationNatural eye movement (alive even when silent)Saccades (large gaze shifts every few seconds)Micro-saccades (tiny involuntary motion)Slow drift (natural fixation instability)VOR (Vestibulo-Ocular Reflex): stabilizes gaze during head motionAuto-detects eye bones and look blendshapes (ARKit, DAZ, VRM, iClone CC, generic) and picks the best method automatically.Hybrid blendshape/bone eye movementIf a model only supports partial look blendshapes (example: vertical only), Crystal LipSync drives missing axes with eye bone rotation automatically. Full coverage = blendshape mode, no coverage = bone mode, partial coverage = hybrid.Look target trackingAssign any Transform as a look target. Eyes track smoothly with configurable weight, smoothing, and max deflection. Even at full tracking, a small amount of natural micro-movement remains so the gaze never looks "locked."Synkinetic browsBrows subtly follow vertical gaze direction (stronger raise, gentler lower) for a natural reflex feel. Auto-detects brow blendshapes across common conventions, and supports multi-blendshape weighting via the same "+" system.Natural blinkingRandomized blink intervals with double blinks, half blinks, and configurable open/close speeds. Auto-detects blink shapes across ARKit, VRM, DAZ, iClone CC, and custom naming. Auxiliary meshes (like eyelashes) can sync automatically.Smart Setup & Quality-of-LifeIntelligent auto-mappingMulti-tier scoring recognizes naming conventions for:VRChat-style rigsReallusion iClone CC3/CC4/CC5DAZ Genesis 2/3/8/9ARKit/FACSVRM / UniVRMGeneric/custom rigsAlso selects the correct face mesh automatically when multiple SkinnedMeshRenderers exist, filtering out non-face meshes.Auxiliary mesh synchronizationFor characters with separate eyelashes/beards/teeth meshes, the Blendshape Synchronizer mirrors viseme and blink weights from the master mesh to auxiliary meshes in LateUpdate. The Setup Wizard can detect and provision this automatically.One-click Setup WizardA single editor window provisions everything:AudioSource + ControllerBlendshapeTarget with auto-mapped visemes (including ARKit multi-blend presets)Jaw Bone Target (auto axis config)Eye blink + eye movement (auto-detected)Brow syncBlendshape Synchronizer (aux meshes)Text lip syncRuns as one Undo action and is safe to re-run (skips existing components).Mood systemFour moods: Neutral, Happy, Angry, Sad ... each with its own mapping set. Switch at runtime from code or visual scripting so the same audio can "read" differently depending on emotion.Shareable profilesUse ScriptableObject profiles to store analysis settings and per-viseme multipliers. Tune once per voice type and reuse across many characters.Lightweight, transparent, and build-friendlyPure source code: IL2CPP/AOT-friendly, debugger-friendly, modifiableMinimal overhead: one FFT pass + blendshape writes per frameNo allocations during playback after initializationNo platform-specific binaries or hidden dependenciesWho it's forIndie devs who want professional-looking dialogue without a massive animation budgetVisual novels / RPGs that need expressive characters even without voice-overGame Creator 2 users who want a native-feeling workflow (wizard + instructions)DAZ / iClone CC / ARKit / VRChat / VRM creators who want reliable auto-mappingYarn Spinner / PixelCrusher Dialogue System users who want text + voice-over lip sync integrated cleanlyKey Features:Real-time FFT spectral analysis with 6 frequency bands, spectral centroid, and high-freq ratio - drives 15 visemes simultaneously every frameIntelligent auto-mapping recognizes blendshape naming from VRChat, ARKit, VRM/UniVRM, DAZ3D/Genesis, and custom rigs - one click setupText-to-viseme engine for dialogue without voice-over - digraph recognition, duration normalization, smooth blendingLive microphone lip sync for VR, voice chat, and real-time input - same FFT pipeline, no ML model needed4 emotional moods (Neutral, Happy, Angry, Sad) with per-mood blendshape mappingsNatural eye blink system with randomized timing, double blinks, half blinks, and auto-detected blendshapesConfigurable LipSync Profiles (ScriptableObject) to share analysis settings across charactersFull Game Creator 2 integration: 2 IK rigs, 8 visual scripting instructions, 3 custom properties, Dialogue typewriter supportSetup Wizard with one-click character provisioning and full Undo supportPure C# source code - no DLLs, no native plugins, no third-party dependenciesWorks on all Unity platforms (PC, Mac, Linux, Mobile, WebGL, VR/XR)Eye Movement & TrackingTechnical Specs:Unity 6 (LTS) or higherFFT sizes: 256...4096 (configurable)15-viseme system (industry standard)Runs in LateUpdate - overrides Animator blendshapes cleanlyGame Creator 2 integration is optional - core works standaloneNamespace: CrystalLipSync




