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Oloap.92's avatar
Oloap.92
Protege
1 year ago

Meta Avatars Editor Integration Issue

I am making a VR app using the lastest meta avatar sdk (v33) and I want to integrate the avatar editor into the app as described at this link meta-avatars-editor-integration  

As mentioned, I should just add this line of code to implement the feature:

// Source:OpenAvatarEditor.cs
public class OpenAvatarEditor : MonoBehaviour
{
    void Update()
    {
        // Button Press
        if (OVRInput.GetDown(OVRInput.Button.Start, OVRInput.Controller.LTouch | OVRInput.Controller.LHand))
        {
            AvatarEditorDeeplink.LaunchAvatarEditor();
        }
    }
}

 

Unfortunately, the class AvatarEditorDeeplink does not exist. I searched in every Oculus folder but there isn't.

Therefore, I copied the code as shown in the example at Avatar2/Example/Common/Scripts/OpenAvatarEditor.cs but this launches the old avatar editor panel (24v)

 

Did anyone succeed to find a solution?

Thanks for any support

4 Replies

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  • MetaStoreHelp's avatar
    MetaStoreHelp
    Community Manager

    Hi there, Oloap.92, 

     

    We love to see people making use of the amazing developer tools on offer!

     

    Regarding your query, we can only provide support for Meta products and services, but we do have a specialized Developer Support Help Centre that has a lot of really helpful information, such as guides, public forums, and a support team to help if you can't find the solution yourself. 

     

    You can access the Developer Help Centre by clicking the link here.

    • Oloap.92's avatar
      Oloap.92
      Protege

      What is written here does not match with the code lines in the OpenAvatarEditor.cs:

      AvatarEditorOptions options = new AvatarEditorOptions();
      options.SetSourceOverride("avatar_2_sdk");
      var result = new Request<Oculus.Platform.Models.AvatarEditorResult>(Oculus.Platform.CAPI.ovr_Avatar_LaunchAvatarEditor((IntPtr)options));


      I have installed the MetaAvatarSDK v33

  • The avatar editor will only work if your app passes the entitlement check and not on locally stored disk avatars (so only user created avatars). Additionally , you also have to request  the user's avatar and deep linking permission from within the meta dashboard from the 'Data Usage Checkup' Tab and also use the developer API key that you can paste in your meta platform setup tool within unity. 
    For reference: https://www.youtube.com/watch?v=T7i_HRpG14c&t=186s

    make sure you have imported the 'app deep linking' and 'entitlement check' sample from the Meta XR platform SDK within the UPM and the sample scenes from the meta avatars SDK. 

    Once you have done all of the above, within your game scene, simply create a new game object and add a component of "openavatareditor.cs".   , input your keystore passwords in the publishing settings, and then using the Meta Developer hub, upload it to alpha channel (for testing). Invite the user via email and then download, install and check the app within your headset. 

    Hope this helps!