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FreshBakedBread's avatar
FreshBakedBread
Honored Guest
13 days ago

Is there a way to make the player not see their own avatar

Hello, I am building a Unity Project with Meta All-In-One SDK and I'm using the Networked Avatar Building Block on top of Matchmaking and Hand Tracking and Passthrough to create an experience where users can see other avatars with their hand movements with Passthrough in the real world , this creates an effect where you can see people walking around, talking and interacting with things in a room that they are not physically in with passthrough. 

My issue with this is the fact that the player (host) can see other players' Avatar and other players can see the host's avatar but when the host themselves also look down they also see their own avatar arms connected to their hands and body. I do not really want this

Is there way for the player to just see their normal hand prefabs/meshes from their perspective while other connected players see the full avatar and vice versa?

1 Reply

  • Degly's avatar
    Degly
    Start Partner

    Yes, this is a common setup. You don’t need to disable the avatar, just hide it locally.

    What I do:

    • Check IsLocal / IsOwner on the avatar
    • For the local player:
      • Disable body/arms renderers (SkinnedMeshRenderer)
      • Keep only your hand tracking visuals
    • For remote players:
      • Show full avatar normally

    Example idea:

    if (isLocalPlayer)
    {
        avatarBody.SetActive(false); // or disable renderers
    }

    Best practice:

    • Use separate visuals → hand tracking for self, full avatar for others
    • Don’t destroy the avatar (still needed for networking/IK), just hide meshes

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