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 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
- VincentRezzougMHCP Member
Me and my team encountered other issues.
Avatar Tracking:
Problem when "Split Application Binary" is set to true, avatar are not tracked in build, they are when "development build" is set to True
Custom hand poses:
Our hands have unexpected behavior and are totally broken, - kvasko2Explorer
Hey folks - Thanks for starting this thread.
I am new to the Avatars SDK. I have my dev environment setup (macOS 12.2, Unity 2021.2.13f1) and building other OVR sample projects to my Quest 2.
I followed the basic setup/configuration guide (i.e. got my app setup and approved and assigned it to the platform settings in Unity) and have tried to build and test using the Avatar2 sample scenes. So, far, not a single avatar shows in a built app.
Might anybody have gotten this to work recently?
Any help is welcome. Thank you.
- kvasko2Explorer
I finally got around to testing the same build process from my Windows machine. Worked with minimal effort.
Is the build process somehow not packaging the avatar dll when building from Mac?
- kvasko2Explorer
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
- chris.marescaExplorer
This did not work for me 😞 These are the errors I am getting.
- chris.marescaExplorer
Using macOS 12.2 and Unity 2020.3 version. Unable to get sample avatars to load in scene — same errors every time: dll exception, package cannot be found in library. Everything renders except the preloaded avatars. Anyone else having a similar issue?
- chris.marescaExplorer
Not working on mac -- DllExceptionError.
- StefaSicExplorer
Been messing around with the Avatar SDK for a little over a week now and have some feedback as well as a couple questions.
Feedback is in regards to documentation. I found it a bit lacking in some areas.
For example, when it comes to loading avatars by user id, the avatar documentation makes no mention of the fact that a user's ID is different between the Rift and Quest versions of the app. Since you cannot put AppLab(Quest) apps in an App Grouping, there is no way to make them use the same ID as the Rift version. Therefore you need to use Users.GetOrgScopedID(user.ID) and use that ID if you plan to network avatars between Rift and Quest versions of your app. Would have been nice if this was included somewhere in the documentation.
Also, in the Best Practises section, it mentions deep linking to the avatar system editor, but nowhere in the documentation does it say how to do this. The App Deep Linking documentation page only tells you to call Platform.Application.LaunchOtherApp and provide the app id of the app that you want to launch into. However, how do we find the app id of the Avatar System Editor? I have tried using CAPI.ovr_Application_GetInstalledApplications() to retrieve a list of the installed apps so I can go through them to find the avatar editor and its app id, but it's not even included in the returned list, so I'm at a loss here. However I'm new to deep linking in general so it's possible I'm just missing something obvious.
I may have other documentation suggestions as I continue to work with the SDK, but those were my main gripes for now.
As for my questions, I was wondering if it's at all possible to customize the clothing of an avatar in-game? Seems like it's not possible, but wanted to ask to make sure. If not, would this be something to consider adding in the future? Alternatively, will it be possible to have avatar clothing as unlockable items (similar to how you can unlock new items for your Oculus Home) so a player can wear your unlockable in other games as well?
All that being said, I've been having fun playing around with the SDK and look forward to seeing how it will evolve over time.
- DigibixStart Partner
Hi, for the avatar editor:
https://developer.oculus.com/documentation/unity/meta-avatars-samples/ on the samples the Mirror scene its says: "This scene also shows how to launch the Avatar Editor."
- StefaSicExplorer
Oof, I feel silly for having completely missed that. Thanks for pointing me in the right direction! I'll check it out.
- kavanavakExpert Protege
Any information on when / or if ever / there will be Unreal Engine avatars available? mouse_bear
- mouse_bearRetired Support
Thank you for your reports and feedback, everyone! I've reported the major pain points you're experiencing thus far.
- ImmersiveMatthewAdventurer
Any word on when realtime spot and point of light will be supported with Meta Avatars?
- CyberLizardExplorer
Is it normal that adding the Meta Avatars to your game will increase the game APK size by about 200Mb. (Because it seems to include graphic assets for multiple systems.)
This seems very inefficient. If this is the case I'll skip using Meta Avatars for now.
- mikedurandOculus Staff
Hi CyberLizard-
About 130 MB of that space is our preset avatars for both Rift and Quest located at Assets/StreamingAssets/SampleAssets. If you don't need the sample assets you can remove them without any problem. In fact, you should be able to remove Assets/Oculus/Avatar2/Example safely to save more space.
- CyberLizardExplorer
Thanks! That's excellent. I'm not really sure what the "Preset Avatars" do. I had assumed they were necessary. Are they just like a local copy of the avatars for debugging etc? Perhaps I missed this in the documentation.
- StefaSicExplorer
Hi, I have another question regarding the new avatars. The blog post mentioned "You can override any of the body positioning and facial expression data provided in order to fine-tune the appearance of Avatars in your applications"; however, I haven't been able to find anything related to this in the documentation.
I may have figured out body positioning, but I'm not completely sure. Pretty much what I'm attempting is manually setting the values of the OvrAvatarInputTrackingState object that gets passed into the SampleInputTrackingDelegate's GetRawInputTrackingState method. Not sure if this is the correct way of going about this though. I also have custom hand poses working but I'm assuming the two are unrelated.
As for overriding facial expressions, I haven't figured that out yet. Currently digging into whether OvrAvatarLipSyncState can be used similarly.Has anyone got these working with the new meta avatars?
Edit: After looking again, I found some info related to this in the OvrAvatarEntity page in the documentation. Still find it a little on the vague side but at least I have a place to start. - minjun.haExplorer
Hello.
I'm going to use Meta Avatar to support Steam and Oculus Cross Platform. Do you happen to know the license notice or support that should be displayed to use Meta Avatar on Steam?
Thank you.
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