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05. Adding a Hair Style
This assumes you've set up a .blend file.
For hair, I use a technique of Nurbs paths->Geometry. If you don't know what that means yet, that's OK!
This time, let's start by making the assets
As always, it helps to start with an existing asset and modify it.
- In your
.blendfile, go toFile->Append - Double-click into the
Yinglet-Hair.blendfile - Click into the
Objectfolder - Click
Path_Hair_Kass_Front - Click
Append
Rename this hair, and edit it to your hearts content. If you've never worked with Nurbs paths before, you'll want to seek out a video on them.
I made this little star-shaped style:

Well, at least it kind of looks star shaped from the top.
We can't use this Nurbs path directly. Let's convert it:
- Hit Space Bar
- Type "Convert"
- Click the "Convert->Mesh" option
While this conversion is mostly usable as-is, there's a few additional pieces of cleanup I usually do:
- "Merge by distance" to bring the ends together
- Tweak some UVs so things converge nicely
We need this attached to the actual rig.
- Right click your hair mesh
- Shift right click the rig
- Hit CTRL-P
- Select "Armature Deform"
- In the
Datapanel, add a new vertex group namedface(case sensitive). - In Edit Mode, select all the vertices and click "Assign"
Your hair will now move with the head. You can verify this with pose mode:
2025-11-24.01-08-12.mp4
Note: I didn't mention it before, but you'll need to separate any
Fronthairs fromBackhairs. I usually do them both together and then split them near the end.
Note: Not all hairstyles are equal. For example, the Vizlet / Lippie hairstyles did not involve Nurbs paths at all. Get creative.
Note: If you want the hair physics / length to work, you'll need to do some actual rigging. The process for this is kind of involved though. In short: you'll need to perform a bone weight transfer from the
HairHelmetmeshes in theYinglet-Hair.blendfile
And we're done setting up the mesh. Hit Export from the Scripting workspace.
You should now see the meshes in Unity:
Just like with the Fur Patterns, we'll need to set up some Scriptable Objects:
- Copy in the
Hair-Kass-FrontCharacterToggleIdand rename it - On the
CharacterToggleId, set a goodDisplay Name - On the
CharacterToggleId, change theOrder->Indexto something much later - On the
CharacterToggleId, create a copy of theAdded Mesh ReferenceMeshWithMaterialand assign it - On the
MeshWithMaterial, set theSkinnedMeshRendererPrefabto the relevant game object under your FBX asset
-
You can just drag-drop it on
Your assets should look like this:
And they should be configured like this:

And repeat for the "Back" version.
Note: You may notice a
HairShadowtexture. This is a texture applied to the head material itself which helps ensure there aren't any abrupt transitions. You may want to try out some of the existing ones, or try to create your own similar to a fur pattern.
Note: You may notice the
Component Referencescontain anOffsetHatBoneasset. As the name suggests, this will offset any hat-like assets by that amount. The poofier your hair, the larger this should be.
Note: You may want to add a
DisableSlider-HairLengthasset to yourComponent References, or else the slider will appear and not do anything.
And with that, we have a custom hair asset!