Per Character Script¶
NiloToon requires the character's Head Bone and Face direction information for shading.
Bone and Bound Setup¶
If not yet set up correctly, drag the character's Head Bone to the Head slot.
Note
In most cases, Auto Setup should have already done this for you.

Edit Face Forward and Face Up until the 3D blue arrow follows the character's face forward direction and the 3D green arrow points upward.
Note
You need to enable Gizmo in the Scene window to see the blue and green arrows.


Drag the character's Hip / Pelvis Bone to the Bounding Sphere's Bound Pos slot.
Note
In most cases, Auto Setup should have already done this for you.
Edit the Bound Radius until the red gizmo sphere tightly contains the character.
Note
In most cases, the 1.25M default radius is sufficient for a normal-sized human character.

VRM High Quality Outline¶
- For FBX, NiloToon automatically bakes a smoothed normal by default.
- For VRM, NiloToon does not bake a smoothed normal by default.
If the outline of a VRM character prefab does not look good (e.g., split or broken outlines on hair, hard edges), you can try generating a smoothed normal outline for the VRM mesh at runtime.
Enabling Generate Smoothed normal causes NiloToon to generate outline data on Awake. If your VRM model does not have any special vertex normals for outlines, you should enable this option to improve Classic Outline quality.
