Forum Discussion
Anybody having issues getting the avatars to load when building the app for Quest/Quest 2 from Mac (possibly even Windows), I had to change the following settings (I am not sure if all are needed or just a couple, as I just got it working) in addition to normal Quest build settings:
- Player Settings > Other Settings > Rendering > Graphics API - only OpenGLES3 (Vulkan probably works but, I removed it for the moment)
- Player Settings > Other Settings > Configuration > Scripting Backend > IL2CPP instead of Mono
- Player Settings > Other Settings > Configuration > Api Compatability Level* > .NET Framework instead of .NET Standard 2.1
Can you please tell me where your libovrgpuskinning and ovravatar2 files are located on mac?
- kvasko24 years agoExplorer
I do not believe you will have those DLLs on Mac. I cannot successfully run the Unity scene in my development environment (i.e. Mac) because of the same issues you receive.
However, if you build and deploy to your headset (if you are building for Quest or Quest 2), then you should be able to get the avatars working in the headset.
If you want to see the avatars in the Unity editor, unfortunately at this time, it seems you need to develop on Windows. I was able to successfully load the avatars in Unity on my Windows machine.
- mikedurand4 years agoOculus Staff
Hi! We don't ship MacOS versions of these libraries. The Meta Avatars SDK targets Rift (Windows) and Quest (Android) at this time.
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