# 11. Export MYTY Avatar

MYTY Avatars have AssetBundles that can support **Standalone(Mac/Win), iOS, Android, and WebGL**. Use the AssetBundle Exporter to make your MYTY Avatars compatible with various platforms.

{% hint style="info" %}
AssetBundle compatibility has been increased in MYTY Kit v1.0. Exporting Avatar AssetBundle as iOS and WebGL platforms is possible. For documentation on the previous version, see [here](https://myty.gitbook.io/products/kit/misc/legacy-documentation/v.0.1.0-11.-export-myty-avatar).
{% endhint %}

## 🔥 Prerequisites

### ✅ The following five modules should be included in the Unity Editor.

* **Android Build Support**
* **iOS Build Support**
* **Mac Build Support (IL2CPP)**
* **WebGL Build Support**
* **Windows Build Support (Mono)**

{% hint style="warning" %}
If you have installed Unity Editor by following our installation guide on the [3.-install-unity](https://myty.gitbook.io/products/kit/getting-started/3.-install-unity "mention")page, all required modules will already be installed.
{% endhint %}

<details>

<summary>Are these modules missing in Unity Editor?</summary>

1. In the <mark style="color:purple;">`Installs tab`</mark> of the Unity hub, click the <mark style="color:purple;">`⚙︎ icon`</mark> next to the Unity Editor.
2. Check the checkbox of the required module and click the <mark style="color:purple;">`Install`</mark> button to add it.

</details>

![](https://1381431913-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F6CBs7vCLqptAiFUTrCYl%2Fuploads%2F37wx9lxJNQ9Oconjovev%2Fadd%20module.gif?alt=media\&token=3c8e13a6-6cb5-4b48-baa4-4aea7a8149bf)

## Open the exporter window

1. Open the Avatar Exporter window by selecting <mark style="color:purple;">`MYTY Kit > Export AssetBundle`</mark> in the header tab.
2. The Root Controller and all Motion Adapters created for the scene will be automatically referenced and shown in the window.

{% hint style="info" %}
**Can't see the Root Controller or Motion Adapters?** Refer to the pages below, and try again. You may need to create a new Root Controller object and Motion Adapters.

Create Root Controller 👉 [#1.-create-a-controllergroup](https://myty.gitbook.io/products/kit/make-animation/8.-myty-kit-controllers#1.-create-a-controllergroup "mention")

Create Motion Adapter 👉 [#3.-create-motion-adapter-group](https://myty.gitbook.io/products/kit/make-animation/9.-apply-motion-tracking#3.-create-motion-adapter-group "mention")
{% endhint %}

### AssetBundle Exporter window UI

<figure><img src="https://1381431913-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F6CBs7vCLqptAiFUTrCYl%2Fuploads%2FUpbTFotOCfB2EKRwTWtH%2FImage%20-%2023-%20Exporter.png?alt=media&#x26;token=196b6249-9e03-4606-9bf5-91183a3fd024" alt=""><figcaption></figcaption></figure>

1. **`File Name`**: Give a name to the AssetBundle file to be exported.
2. **`Avatar Selector`**: The Avatar Selector object created in the current project is automatically included.
3. **`Main Camera`**: The camera showing the Avatar.
4. **`Motion Template`**: The Motion Template containing Motion Data
5. **`AR Option`**: You can set whether to include [AR Face Mode](https://myty.gitbook.io/products/kit/make-animation/10.-set-up-ar-face-mode) in AssetBundle or to extract AssetBundle only in AR Face mode.&#x20;
6. **`Target Platform`**: You can choose which platform you want to export the AssetBundle for.
7. **`Root Controllers`**: The Root Controller created in the current project is automatically referenced.
8. **`Motion Adapters`**: The Motion Adapters created in the current project are automatically referenced.
9. **`Export`**: Export the AssetBundle.

## Set Variables and Export Avatar AssetBundle

1. Create a <mark style="color:purple;">`File Name`</mark> for the AssetBundle to be exported.
2. <mark style="color:purple;">`Avatar Selector`</mark>, <mark style="color:purple;">`Main Camera`</mark>, <mark style="color:purple;">`Motion Template`</mark>, <mark style="color:purple;">`Root Controllers`</mark>, and <mark style="color:purple;">`Motion Adapters`</mark> are automatically referenced and shown in the list. If the object(s) do not appear, click the ☉ button to the right of each input box to manually add the required object.
3. Set the AR Option if you want to or not. For more information on AR Face mode, please refer [here](https://myty.gitbook.io/products/kit/make-animation/10.-set-up-ar-face-mode).
4. Choose the target platform for which you want to use the Avatar AssetBundle. If the target platform selection is disabled, see [here](#the-following-four-modules-should-be-included-in-the-unity-editor.).
5. Click  <mark style="color:purple;">`Export`</mark> to create the Avatar AssetBundle.
6. Once the export is complete, you can check the Standalone(Mac/Win), Android, iOS, and WebGL versions of the Avatar AssetBundle in <mark style="color:purple;">`Assets > MYTYAsset > ExportedBundle`</mark> in the Project window.

## Test your AssetBundle with MYTY Avatar Viewer

{% content-ref url="11.-export-myty-avatar/myty-avatar-viewer" %}
[myty-avatar-viewer](https://myty.gitbook.io/products/kit/connect-with-myty-metaverse/11.-export-myty-avatar/myty-avatar-viewer)
{% endcontent-ref %}

{% hint style="success" %}
**Have a question or an idea?** \
If you have a question to ask or an idea to share, participate in [MYTY Kit Community](https://discord.com/invite/myty). We’d love to hear from you.:smile:
{% endhint %}
