| Name | Modified | Size | Downloads / Week |
|---|---|---|---|
| Parent folder | |||
| DiceBear 10.7 - Release Notes source code.tar.gz | 2026-08-26 | 5.6 MB | |
| DiceBear 10.7 - Release Notes source code.zip | 2026-08-26 | 6.1 MB | |
| README.md | 2026-08-26 | 9.0 kB | |
| Totals: 3 Items | 11.7 MB | 0 | |
DiceBear 10.7 adds six new styles and takes the collection from 55 to 61. It also adds a seventh language: the core runs in C# now, which is what a Godot or Unity game needs to draw an avatar without asking a server first.
🎨 Six new avatar styles
All six ship in @dicebear/styles 10.6.0 as DiceBear originals under CC0 1.0, so use them wherever you want, commercial projects included, no attribution needed.
Cameo
A head with hair and a mouth, and no eyes at all. Everything is painted in one body color under a translucent black or white overlay, so a portrait holds a single hue in two tones.
Gaze
A pair of eyes on a colored body, and nothing else. Eleven silhouettes, eleven eye pairs, five spacings, and the eyes take whichever ink holds up against the body color.
Gaze is the only animated one of the six, which brings that count to 19 of 61. Switch it on with animationVariant or tags=animation, and the eyes wander and blink while the body hops:
Marbles
A small face on a colored sphere. Three blurred ellipses do the shading, so the ball reads as round without a single gradient definition, and twenty tops cover hats, headphones, hair, a bow and an antenna.
Shadows
A bust as one filled silhouette, all of it in a single ink on a pale ground. The hat or the hairstyle sits behind the head, so the two merge into one outline.
Slice
One silhouette, cut into three to six horizontal bands that shift sideways against each other. Each band carries a different amount of white over the body color, so the shape runs through one hue from light to dark.
Stack
A balanced pile of stones. Eleven layouts set how many stones lie on each other and how far they lean, and each one squashes one of seven stone shapes to its own width and height.
🎮 The core in C
DiceBear.Core is on NuGet, alongside DiceBear.Styles and DiceBear.Schema. It renders SVG byte-identical to the other ports, and it runs the shared parity fixtures to prove it.
:::sh
dotnet add package DiceBear.Core
dotnet add package DiceBear.Styles
:::csharp
using System.Text.Json.Nodes;
using DiceBear;
var style = Style.Parse(Styles.Lorelei);
var avatar = new Avatar(style, new JsonObject
{
["seed"] = "John",
});
Console.WriteLine(avatar.ToSvg());
The package targets netstandard2.0 and net8.0, so it runs on .NET 8 and newer, on .NET Framework 4.6.1 and newer, and inside Unity and Godot 4.2+ with .NET. The C# library page has the full API.
Godot is the reason the port exists: until now a Godot game could only reach DiceBear over the network. There is a guide for Godot and one for Unity, which asks more of you, because it ships neither a NuGet client nor a runtime SVG renderer.
⚖️ One filter, seven languages
The injection filter in the definition schema wrote the separator between a blocked token and what follows as \s, and every regex engine reads \s differently, so the same definition was valid in one language and invalid in another. @dicebear/schema 1.5.1 spells the class out, and Go, PHP and Rust drop the workarounds they carried for this. Two edges move with it: url( followed by a non-breaking space and a fragment is rejected now, and a non-breaking space between javascript and its colon passes, which is inert because a URL scheme cannot hold one.
Everything else is in the changelog.