Forum Discussion
beastus
4 years agoExplorer
Correct way to use Avatars SDK with Interactions SDK?
I have gone through the Interaction SDK and now understand how to create custom hand poses and behavior, custom interactions, with controllers and/or hand tracking, and so on. However, after having j...
beastus
4 years agoExplorer
Alternatively, is there an easier option for building custom hand poses and object interactions? I find XR Interaction Toolkit + Unity animation to be better to work with than Interaction SDK, honestly. It took me way too long to recreate my XR-based drawing tools using Interaction SDK and had to resort to hacks.
It would be nice to have a reference mesh for the 2.0 avatars, at least the hands, to be able to rig in a normal Unity way and record animations from Unity. I've seen the CustomHandPose example but it's extremely crude. The code also contains typos and comments like:
// HACK: Random rotations allow us to pass the BodyAPI "is in hand" check. Without it, BodyAPI overrides and goes into rest pose
// I tried to get the random value as small as possible, but at .01 variance, rest pose triggers again 😕
Curious to know what others are doing. Not getting much clarity from the Avatars SDK docs or examples.
Also, are these Meta SDKs for Unity just really half-baked? From what I'm seeing I think I cannot create the kind of experience I want, although between Horizon Worlds and Horizon Workrooms the avatar system should be capable. Perhaps it is simply much better in Native SDK?
drew
4 years agoExplorer
Just pinging this thread cause I am also unclear on best practices / documentation for how to combine Avatars 2.0 and the Interaction SDK.
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