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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 Meta Avatars SDK here: https://developer.oculus.com/blog/meta-avatars-sdk-now-available/
Refer to the Meta Avatars SDK documentation here: https://developer.oculus.com/documentation/unity/meta-avatars-overview/
161 Replies
- OdontMastStart Partner
Is it possible to include an editor to create a new Meta Avatar in the app? We want the user to be able to make custom avatars for their NPCs.
- james.briggs.7311Explorer
Heya!
It seems like the meta avatar sdk package for unity is missing some assets that make it unusable. Following the official meta project config documentation and v 29 update guide on a fresh project leads to errors and a lot of the assets that the documentation talks about, like scenes or most importantly the avatar manager prefab that has the shaders on it, are completely missing from the packages so it's impossible to get working at all. Unless there's some third secret package containing this stuff, it's currently impossible to implement meta avatars. This is with meta avatar SDK unity package installed and the sample assets package as well- RiverExplorerStart Partner
If this guess helps:
I am at .2 and I found that for some random reason and clearly untested reason, they had moved some of the needed and documented assets into samples. I had to load many of the samples to get the assets that were required and described in the documentation. A while back it included the OVRCamera.
In a couple of cases I found, by trial and error, that they seemed to have deprecated an asset, moved it into samples, and created a new one with a similar name. One was something like ..managerhorizen... to ...managermeta... , but I can't remember exactly the name. And I think both are now in a sample.
NOTE: The eye gaze sample broke more, so you might want to skip that one.
They clearly think that documentation is not important.
- joebrown.868167Honored Guest
Something went wrong
- jasonflowHonored Guest
Avatar SDK with Quest for Business: how to use Shared Mode?
Our application expects that users can walk into a conference room and pick up a headset, and get into a shared experience as quickly as possible, some colocated in MR, some remote. Maybe they add a participant name, but there is no expectation that they will already have a Meta account. The Shared Mode of Oculus for Business is good, but the Avatar SDK requires a Meta ID to function. Is there any way to support generic Meta Avatars for Shared Mode usage?
- CHIDWIHonored Guest
Hello! I'm working in Unity 2021 with Oculus SDK and Meta Avatars SDK on a multiplayer game and there is a mirror object in the scene, there was a problem with the fact that the avatar was turned on in FirstPerson mode and the head was not displayed, the problem was solved by switching to ThirdPerson, but now I noticed that avatars with hats see part of the cap or hat from the main camera. I tried to solve the problem by creating a copy of the avatar (mirroring) and adjusting the layers, but at the same time, you can see the layering of avatars and a slight synchronization of movements. Are there any ways to solve my problem, is it possible to enable full body rendering for a separate camera when the first-person mode is enabled? and will the problem with partially visible hats in the first-person view (but in the script it is enabled from the third person) be solved in the future?
- torsten.knodtExplorer
I found two bugs in the Meta Avatar 2 SDK.
- Shader error in 'Avatar/Horizon': Couldn't open include file 'AvatarCommonSurfaceFIelds.cginc'. at Assets/Oculus/Avatar2/Example/Common/Shaders/Horizon/AvatarCommon/AvatarCommonLighting.cginc(11)
- Shader error in 'Avatar/Horizon': Couldn't open include file '../FBToneMapping.cginc'. at Assets/Oculus/Avatar2/Example/Common/Shaders/Horizon/Horizon/VertexGI/Interface.cginc(15)
Both are caused, because the case between filename and reference in the cginc file not being consistent.
Feedback/ feature requests:- All-in-One example with other SDKs, especially interaction
- Configuration of bot avatars in the Unity inspector (not with number, but more like the editor in the Quest)
- bob.ross1337Honored Guest
Hey guys, i have an issue with the correct display of the elbows. do i need to change a certain setting in avatarsdkmanagerhorizon or in my ovravatarentity script? I would be grateful for any help.
- chrisnoletExplorer
I noticed this on v20 as well. Does rolling back to v18 fix things?
so far as of April 5th 2023 I have not had any issues I can think of ad of yet ...
KNOW IF SOMETHING DOES HAPPEN AFTER THE FACT YOU BETTER BELIVE I WILL GET A HD OF YOU FOR SOME HELP
- chrisnoletExplorer
I've been using the Meta Avatar SDK for a while now. I've noticed a regression with v20 on Quest Pro:
In a networked session, Quest Pro avatars will freeze if the user takes their headset off and then puts it back on. Other players will see the Quest Pro user 'stuck' in the position they were in when they removed the headset. The avatars are unrecoverable until the player leaves and rejoins the game.
Steps to reproduce:
- 1. Sync avatars with with `.RecordStreamData()` and `.ApplyStreamData()`
- 2. Join session with one Quest Pro user and one Quest 2 user
- 3. Quest Pro user removes the headset
- 4. Quest Pro user dons the headset
Expected result: Quest 2 user should see the Quest Pro user's avatar continue to work.
Actual result: Quest 2 user sees a frozen avatar.
This is a regression from v18. I am able to repro by toggling back-and-forth between the v18 and v20 Avatar SDK plugins.
- kuriyama.kyastalProtege
Can I place my avatar farther away from the CameraRig?
I would like to know how to keep the avatar shown even when it is far away, as it hides when I move away a little.
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