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Tbonesteakneggs's avatar
Tbonesteakneggs
Honored Guest
3 years ago

Meta Avatars are nearly useless, and there is no support or documentation.

My company has been trying to implement the Meta Avatars into a game we are developing.  As many VR games do, this involves holding many different items in VR with different hand poses.  The only example of a custom hand pose, is primitive at best, with the custom pose being 24 transforms with a Skeleton Renderer script. There is no way to model poses accurately, and you can't even see what it looks like with a skin, until you run it.  Move a transform the wrong way, and your fingers are a tangled up mess.

 

Meta has spent literally billions of dollars on various software and game development for the Quest, including the Avatar SDK.  It absolutely baffles me that there is no available support for it.  No good examples, the documentation is extremely lacking.  At least give me a hand model or something that can be used to model a hand, other than a pile of bones (vectors).  The oculus integration hands look similar, but models are not compatible. 

Please, someone tell me I am wrong, and I have just been looking in all the wrong places.  Tell me there is some actual documentation besides https://developer.oculus.com/documentation/unity/meta-avatars-custom-hand-poses/

Those documents sound like you can just add some joint types to any old hand model and they will work fine.. please show me one that will, because none have worked for us.  Every time I search for solutions, all I can find is other people having the same issues.

I am about to give up on even using Meta Avatars, because if we can't make the game feel good with them, I'd rather use another avatar solution, or even no avatar at all.

 

 

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