Forum Discussion
mouse_bear
4 years agoRetired Support
Meta Avatars SDK (Feedback/Issues)
Do you have any feedback and/or issues in regards to the Meta Avatars SDK? Use this place to discuss, as we'll have members of the engineering team reviewing this thread!
Read the blog on the M...
Cryostriker
1 year agoHonored Guest
Genuine Feedback. Please don't take this as a joke or an insult. But honestly? I would scrap it and start again. It's woefully over complicated, looks like someone basically took an internal tech demo as samples and said "yep, ship it" like it's a ready product. It's structurally a complete mess, is a nightmare to work with in anything that's not just a clone of the sample project... in fact, you literally have to use a bunch of files that are IN the samples just to get it running. There isn't a redeeming factor. Which is a shame, we really really want to use Meta avatars in our game. But right now? just having it in the project is proving a complete liability. Scrap it. Plan it properly in a USER CENTRIC WAY. And do NOT under ANY CIRCUMSTANCES do any kind of forced asset copies to an assumed structure of a project. It's absolutely wild that this code exists in a publicly released SDK.
[InitializeOnLoad]
public class SampleAssetsStartupTrigger
{
static SampleAssetsStartupTrigger()
{
// defer until the scene has loaded
EditorApplication.update += RunOnce;
}
static void RunOnce()
{
EditorApplication.update -= RunOnce;
if (!SampleAssetsUPMMover.DoesFileVersionMatch())
{
SampleAssetsUPMMover.CopyFilesOver();
}
}
}
So start again, DO NOT ATTEMPT TO JUST MODIFY WHAT'S THERE! It will just be enforcing the same bad structure that it already has. It really, really needs a redo from scratch. This will take LESS time than continuing to use what you have now, which I'd wager if VERY slow to develop for.
RiverExplorer
1 year agoStart Partner
And not only did I file it as a bug when it crashes, they said they can not reproduce it.
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