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phindle
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9 years ago

Customising Mobile (GearVR) Avatars (Updated - Fixed)

Hello,

I am integrating Oculus Avatars for our GearVR game. However I don't know what the process is for customising Mobile avatars.

I have downloaded & integrated the 3/3/2017 drop of the Avatar SDK. I have tested this code continues to run without problems on our Windows/Rift build, and I am pleased that everything continues to work as it did previously.

I've removed the #if checks in our C# code, so that Avatars now compile on Android.

However when I create an MP gameroom (which shows player Avatars), I do see Avatars, but I only see the default blue Avatar. On Windows/Rift, we'll see the player's respectively customised Avatars looking great.

I can customise Avatars on the Rift, one can see one's Avatar in the Oculus Home, and customise one's appearance from there.

How does one customise Mobile/GearVR Avatars though? I cannot see options in the up-to-date Gear VR app on the phone. Do I need a bespoke version? (I am relatively new to Android dev, and just integrating the Avatar SDK for the first time).

Thanks
P

2 Replies

  • On Android, can you log the userIDs you're passing to ovrAvatar_RequestAvatarSpecification()? Are they always 0?
  • Solved! I had the Rift App ID set in the "Oculus Avatars -> Edit Configuration" inspector. Changed it to the GearVR App ID, and I now see customised Avatars.

    On that point, in my Unity Editor, the "Oculus Avatars -> Edit Configuration" menu only shows 1 property : "Oculus Rift App Id [?]"

    Can Oculus update the code so we can also enter the Gear VR App Id, and then the code chooses the appropriate App Id based on the configured platform. (Using #if UNITY_ANDROID / #if UNITY_STANDALONE, etc).

    Thanks!