vocabulary: Ready Player Me description: | Vocabulary, taxonomy, and concept mapping for the Ready Player Me cross-platform avatar API. Captures the operational dimensions (avatars, assets, users, applications, renders) and the capability dimensions (Avatar Creator, GLB rendering, PNG portrait scenes, asset categories, gender, body type) used across the Avatars, Assets, and Auth APIs. created: '2026-05-25' modified: '2026-05-25' domains: - id: avatars name: Avatars terms: - id: avatar term: Avatar definition: A cross-platform 3D character composed of a base model plus equipped assets. - id: draft-avatar term: Draft Avatar definition: An in-progress avatar that has not yet been saved as a permanent avatar. - id: avatar-template term: Avatar Template definition: A pre-built starting point used to seed a new avatar. - id: body-type term: Body Type definition: The form factor of the avatar — halfbody (head and shoulders) or fullbody. - id: gender term: Gender definition: Avatar gender preset — masculine, feminine, or neutral. - id: pose term: Pose definition: The default pose of the rendered avatar — A-pose or T-pose. - id: morph-target term: Morph Target definition: A blendshape used for facial animation; ARKit, Oculus, and custom presets are supported. - id: precompile term: Precompile definition: An operation that warms the render cache for a specific avatar / parameter combination. - id: assets name: Assets terms: - id: asset term: Asset definition: A wearable or base model that can be equipped on an avatar. - id: hair term: Hair - id: beard term: Beard - id: outfit term: Outfit - id: headwear term: Headwear - id: facewear term: Facewear - id: glasses term: Glasses - id: footwear term: Footwear - id: costume term: Costume - id: custom-asset term: Custom Asset - id: base-model term: Base Model definition: The underlying body and head mesh of an avatar before wearables are equipped. - id: rendering name: Rendering terms: - id: glb term: GLB definition: Binary glTF, the canonical Ready Player Me runtime delivery format. - id: mesh-lod term: Mesh LOD definition: Level of detail of the mesh — 0 (highest) to 2 (lowest). - id: texture-atlas term: Texture Atlas definition: Combined texture map size, used to reduce draw calls. - id: draco term: Draco Compression definition: Mesh compression standard supported on GLB renders. - id: meshopt term: Meshopt Compression definition: Alternative mesh compression supported on GLB renders. - id: portrait-scene term: Portrait Scene definition: Pre-built camera and lighting setup for PNG renders — portrait, halfbody, or fullbody. - id: identity name: Identity terms: - id: user term: User definition: A Ready Player Me end user; can be anonymous or email-authenticated. - id: anonymous-user term: Anonymous User - id: application term: Application definition: A Studio application that consumes the Ready Player Me APIs; identified by X-APP-ID. - id: subdomain term: Studio Subdomain definition: The per-application subdomain that handles authentication. - id: integration name: Integration Surfaces terms: - id: avatar-creator term: Avatar Creator definition: The web-hosted UI for creating and editing avatars; embedded via iframe or React. - id: unity-sdk term: Unity SDK - id: unreal-sdk term: Unreal SDK - id: visage term: Visage definition: The official three.js / react-three-fiber web rendering library. - id: react-avatar-creator term: React Avatar Creator - id: ios-sdk term: iOS SDK - id: android-sdk term: Android SDK