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Heretic: Digital Human

Unity 3D · Vagon Streams

Heretic: Digital Human

Heretic: Digital Human

Heretic: Digital Human

Unity’s Heretic digital human, streamed from a cloud GPU to any browser. Skin, facial animation and shading in real time, with no install.

Preview loop

Launch live demo

Starts a cloud session when you press it

Preview loop

Launch live demo

4K at 60 FPS

Ultra-low latency in any browser

Try it live

10K+ concurrent users

Scales with your audience

See pricing

20+ regions

Stream close to every user

Stream your own app

About this demo

Meet the Heretic digital human

Heretic: Digital Human brings a character built with Unity’s HDRP and real-time VFX systems into the browser. Streamed through Vagon Streams, it shows how realistic skin, facial animation and visual fidelity can be delivered interactively on any device, with no install.

Explore the character up close, watch facial expressions and skin detail respond to light, toggle shader effects and move through the scene, all in real time. What was once limited to powerful workstations now runs through the cloud.

Why digital humans are hard to share

A believable digital human pushes many subsystems at once: skin shading, micro-detail, eyes, teeth, hair, facial rigging and animation blending. The Heretic team combined 4D scanning, high-resolution textures and custom shader graphs to reach photorealism.

Running that detail locally demands strong GPUs and careful optimization. Sharing it usually means large builds, installs or static videos that lose interactivity, and hardware differences make faces look soft or frame rates stutter.

What cloud streaming changes

Streaming Heretic: Digital Human through Vagon Streams changes how animation, VFX and character teams present, review and collaborate. The whole pipeline runs in the cloud, and the viewer’s device only displays the result.

Share a link demo

Clients and stakeholders inspect facial detail, skin response and expression without a powerful GPU, so shading and timing decisions happen early.

See the same output

Everyone sees the same result, with no gaps caused by local hardware or drivers. Changes to textures, rigging or effects update centrally.

Skip re-exports

Updates become visible instantly. No re-exports and no rebuilds to send around.

Teach on any device

Trainees study facial rigging, skin shading and animation pipelines from any device, without hardware limits.

Focus on the work, not the hardware.

Create, render, collaborate and stream on the best hardware.