Ross_Beef
9 years agoHeroic Explorer
Oculus Mobile Avatars SDK - 3/14 Build
Hi all,
This update includes the following files / folders (attached here via dropbox as the file size is too large for our forum)
Included in this update:
This update includes the following files / folders (attached here via dropbox as the file size is too large for our forum)
- Mobile Avatars SDK / Unity integration
- Master build of the Oculus VR Mobile App
- After unzipping ovr_avatar_sdk_1.14.0.zip, the Unity integration is under: OVRAvatarSDK/Unity/OvrAvatar.unityPackage
- Copy the OVRAvatarSDK/Android/libs/armeabi-v7a/libovravatarloader.so to your Unity project under Plugins/Android/libs/armeabi-v7a/
- Download and install the Horizon APK on your test device, use this to sideload your build
Included in this update:
- SDK fix for the crash on scene.destroy() that a couple of folks had come up against.
- SDK update to include further garbage generation reductions (A further c.80% reduction vs where we were for the 3/3 build)
- Additional threading / optimizations for the combined mesh Unity option.
Current known issues
- As noted above, we've made changes to the underlying SDK code which is now hooked into the mobile app that we'll be shipping later this week. I've provided an unreleased version of the Oculus VR mobile app which includes these fixes to allow you to proceed without delay. At the time the official update happens (later this week), you should be able to update the regular Mobile app and continue to build against it. You'll note that the Unity / SDK package has gotten a lot smaller. This is because the assets and SDK are now located within the Oculus mobile app, as will be the case going forward.
- We're currently dealing with an occasional shader fades bug which has caused weird alpha on the Avatar faces (if your Avatar looks like a ghost man, that's the bug). We expect to have a fix in time for Wednesday's update.
Coming later this week
- CPU optimizations for Unity to reduce per-frame CPU
- Fix for the fade bug (noted above)
Keep the great feedback coming, we're heads down trying to eek as much in the way of performance optimizations as possible for you, but welcome other feedback. If you are running up against perf constraints, let me know the nature of the limits you're seeing / any profiling that will be helpful for us to triage.