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marek.penicka's avatar
marek.penicka
Honored Guest
1 year ago
Solved

Avatars in T-pose in build, but in editor it is working after update to META Avatars v33

Hi,

I have an issue after updating Meta Avatars from v24 to v33. Before the update, avatars were working both in the build and in the editor. Right now, after the update, avatars in the editor with connected Quest are working (tracking is ok, and no exceptions in the console). But in the build, I get new avatars (whole body - with legs), but it is standing in T-pose and not responding (tracking not working for avatar).

I have been working on it for two days and tried to change all possible settings options, but nothing has changed. So I tried to build just MirrorScene from samples (Meta Avatars SDK - 33.0.0. - Sample Scenes) from my project and the result was the same - avatar in t-pose and no tracking.

I am attaching logcat errors getting while running app with MirrorScene. There are some weird errors:

 - JsonParser problems with invalid types from [ovrAvatar2 native]

 - PackageManager problems with "Package quest.side.vr unavailable"

Can someone help me?

Log to download - https://drive.google.com/file/d/1MXMxEOPNsTpj_Nhy7MWQUUAAbc2kBVUW/view?usp=sharing

 

 

  • After experimenting with different settings I tried to downgrade Avatars plugin to version 30.1.1 and with some small implementation changes avatars starts working in build too. So I tried to update "back" to 33.0.0 and it works now.

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  • After experimenting with different settings I tried to downgrade Avatars plugin to version 30.1.1 and with some small implementation changes avatars starts working in build too. So I tried to update "back" to 33.0.0 and it works now.

  • I experienced separate 3 T-Pose bugs that was caused by upgrading to version 33 (I also tested updating to version 35 prev. 3 with no difference). 2 of the bugs where caused by changing when we do or don't call Teardown and CreateEntity on the OvrAvatarEntity. The third was fixed by disabling the OvrAvatarAnimationBehavior around the Teardown and CreateEnity calls. However this third fix broke our custom hand poses which stopped animating after re-enabling the OvrAvatarAnimationBehavior. I'm still working on a workaround fix for this custom hand pose bug.