Recent Discussions
How to get user's avatar profile picture
Hello! I've managed to obtain the user profile picture url with a S2S REST request following this thread. Is there a similar way to get the user's avatar profile picture? (I'm refering to the avatar picture that appears in the user profile) Thanks in advance!Anonymous4 years ago0likes3CommentsAvatars on mac not working
I'm on macOS 11.3.1 and Unity version 2020.3.29. I set up the Oculus Avatar SDK exactly as described in https://developer.oculus.com/documentation/unity/unity-gs-overview/. However, I'm unable to even get the local avatars to show up. Everything else renders, audio, environments, scenes, and hand skeletons. For example, when I utilize the CustomHandPoseExample scene, no avatars show up in the editor, in play mode, or in build mode. I keep getting these DllNotFoundException errors as evident in the screenshot below. I have redone the initial configuration 5 times now.chris.maresca4 years agoExplorer2likes0CommentsPink Oculus Avatars in Universal Render Pipeline Solved with New Asset
Hello fellow VR pioneers! Like a lot of others, we wanted to use Oculus Avatars with the Universal Render Pipeline, but as many of you know, this was not possible, so we set out to work. After weeks of development we're finally ready to release our shaders for Oculus Avatars on Unity Universal Render Pipeline. We love VR, and we love the sense of presence that Oculus Avatars bring to us developers. https://youtu.be/j2CfxkKXmc4 TLDW you can find the asset here: https://coskami.com/avatars Happy to answer any questions about this. we hope this helps!RickEGM4 years agoProtege2likes2CommentsAvatar Shader Error
I've been getting these avatar errors in Unity for a little while now and I still can't figure it out. Shader error in 'OvrAvatar/AvatarSurfaceShaderSelfOccluding': failed to open source file: 'Assets/OvrAvatar/Content/Materials/AvatarMaterialStateShader.cginc' at line 162 (on d3d11) Shader error in 'OvrAvatar/AvatarSurfaceShader': failed to open source file: 'Assets/OvrAvatar/Content/Materials/AvatarMaterialStateShader.cginc' at line 128 (on d3d11) The AvatarMaterialStateShader.cginc file is located in the same folder as the other shaders so I'm not sure why it can't be located. I've tried over solutions I've found on these forums like preloading the shaders and switching to x86_64. I've also updated the SDK to 1.24. None of these things are helping. Anyone else getting these errors in Unity? I've also updated the SDK to 1.24Malicore4 years agoProtege1like7CommentsPersonalized avatars are not working
Hi, I have been following the official oculus tutorial to show personalized avatars but it doesnt work. Only the bald dude is showing all the time. I have been trying to make a new project, with the latest Oculus SDK, still doesnt work. In the Avatar Gallery scene, provided by oculus, all the avatars look the same(that bald dude). Does anyone know any solution? Thank youDirtyFred4 years agoExplorer0likes8CommentsAvatars not loading or white avatars
Hello! I'm trying to test the AvatarGallery in Unity 2019.4.14f1 with the Oculus Integration version 23.1.0 (same error with other versions) and the OVR plugin version 1.55.1 When I make the APK with CombinedMesh = true the heads don't load in the scene and the log shows the following error: Hair Mismatching Resolutions: DiffuseTextures 1024 (ID: 1708191947127680157) vs 2048 (ID: 0) Ensure you are using ASTC texture compression on Android or turn off CombineMeshes at OvrAvatarMaterialManager.ValidateTextures (ovrAvatarPBSMaterialState[] materialStates) [0x00000] in <00000000000000000000000000000000>:0 at OvrAvatarSkinnedMeshPBSV2RenderComponent.Initialize (System.IntPtr renderPart, ovrAvatarRenderPart_SkinnedMeshRenderPBS_V2 skinnedMeshRender, OvrAvatarMaterialManager materialManager, System.Int32 thirdPersonLayer, System.Int32 firstPersonLayer, System.Boolean combinedMesh, ovrAvatarAssetLevelOfDetail lod, System.Boolean assignExpressiveParams, OvrAvatar avatar, System.Boolean isControllerModel) [0x00000] in <00000000000000000000000000000000>:0 at OvrAvatar.AddSkinnedMeshRenderPBSV2Component (System.IntPtr renderPart, UnityEngine.GameObject go, ovrAvatarRenderPart_SkinnedMeshRenderPBS_V2 skinnedMeshRenderPBSV2, System.Boolean isBodyPartZero, System.Boolean isControllerModel) [ If I change in OvrAvatar CombinedMesh to false then the heads load but all of them are white: In this case I have an Spatializer error but I think that is not the cause of the problem. Unable to find AudioPluginOculusSpatializer DllNotFoundException: Unable to load DLL 'AudioPluginOculusSpatializer': The specified module could not be found. at ONSPAudioSource.OSP_SetGlobalVoiceLimit (System.Int32 VoiceLimit) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) I've tried several things but non of them seems to work. I have ASTC textures, OpenGLES3 and the Ids in the settings. I don't know what else to do, so if anyone can help me. Thank you in advance and have a nice day!Deebrol4 years agoExplorer1like3CommentsHow to join existing rooms in SocialStarter Example
I'm trying to get the Avatar SocialStarter unity example to work. I have two rift devices on two machines. I have set up a test user on one machine and am using my regular oculus account on the other machine. I can start a party between the two users and can hear voice chat. I cannot get the one user to join another users room. When i run the build of the SocialStarter example, both create their own room (the sphere turns white to indicate the room is created and waiting for users), but the users are not co-located in the same room, i have tried inviting from within the app, but this does not change to the users room. What am i missing? i thought that if both users were in a party, and one user ran the Social Starter app the floor would turn green. If this isnt the case, how do i join my test users room in this example? The documentation says this example 'depicts a virtual room into which you can invite your friends who are also running the scene. As your friends join your room, the scene sets up a VoIP connection to transmit voice packets and a peer-to-peer connection to transmit avatar packets.'ceteri4 years agoHonored Guest0likes1CommentHow to show my oculus avatar [Solved]
Hello developers. I am developing to display my character through the Oculus Avatar SDK. In order to set up the Oculus avatar according to the document and display my avatar, I received and printed an ID with GetOrgScopedID, but it is being exposed as a gray default avatar. After testing with the sample avatar gallery, other avatars seem to be displayed well, so I'm asking for help. Thank you. unity 2021.1.4f1Solvedminjun.ha4 years agoExplorer0likes1CommentApp Lab: How to load personalized Avatar for Rift or Go user without App Grouping support?
SUMMARY Unable to retrieve personalized Oculus Avatar & profile info for users on other Oculus platforms. CONTEXT We currently have our social application deployed in the Rift and Go stores. In our application, users record a “Story” which consists of recorded user voice and avatar pose (like instagram stories but with 3D avatars). Our Rift and Go apps exist within a shared App Grouping but because AppLab does not support App Groupings, it is not part of this group. For Rift and Go, cross platform functionality works as expected. Users on Go are able to see Stories (and avatars) created by users on Rift and vice versa. When we try to load an Avatar within our AppLab version using the userID of a user from Go or Rift it fails. This is expected because userID is application specific (or apparently AppGroup specific since it's working between Go and Rift). The problem is that the Avatar system doesn’t seem to support loading personalized avatars using an “Org Scoped ID”--it requires a userID specific to that app or App Group. For our AppLab version, we don’t have locally scoped userIDs for our Rift and Go users (since they’ve never launched our AppLab version) so we are unable to load their avatars or fetch their profile info. This makes it impossible for us to display user Stories in our AppLab version that were authored by users in either our Rift or Go version. We take cross platform support very seriously and want users to be able to interact with each other regardless of which Oculus hardware they use. Additionally, we have a wealth of user-generated content from our existing Rift and Go users that we need to be able to serve to our new Quest users. BACKEND When a user creates a Story, we save their avatar animation, voice, and userID to our backend. This data can then be loaded by another user (on Rift or Go) where the userID is used to load the correct personalized avatar which we apply the recorded animation and voice to. QUESTION Is there a way for us to load personalized avatars & retrieve profile info within our AppLab version for users that have only ever used our Rift or Go version? Additionally, is there any intention to allow AppLab to work with App Groupings in the future since we still have the inability to support cross-platform matchmaking pools. Appreciate anyone's help with this issue or clarification on Platform/Avatar service permission boundaries in advance. Thanks!solaris.nite4 years agoProtege2likes3Comments