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iDanid3v
2 years agoHonored Guest
Problems with Meta Avatars SDK (v31.0.0)
I've been trying to set up new meta avatars for a multiplayer application using the latest version available (Meta Avatars SDK 31.0.0) using the "Auto Marchmaking" and "Networked Avatar" buildingblocks using Photon Fusion but when I try it, no avatar is loaded.
"Networked Avatar" has two objects, AvatarSDK and LipSyncInput, but in AvatarSDK where the "EntityInputManager" script should appear, the script is not recognized, something similar happens with LipSyncInput where the "LipSyncMicInput" script is not recognized.
When running my scene, Unity shows me the following alerts:
-The referenced script on this Behaviour (Game Object 'AvatarSDK') is missing!
-The referenced script on this Behaviour (Game Object 'LipSyncInput') is missing!
To try to isolate the problem, I'm running a new clean Unity project with only Meta Avatars SDK and Photon Fusion.
Meta Avatars SDK is installed with the following dependencies:
-Meta Avatars SDK Sample Assets (31.0.0)
-Meta XR Core SDK (69.0.0)
-Meta XR Platform SDK (69.0.0)
Finally, if I downgrade Meta Avatars SDK to version 24.1.1, everything works correctly, showing the old avatars.
I have tried multiple tests, even following the steps in this post (Solved: Re: Cannot add Meta Avatars SDK (v29.7.0) to a cle... - Meta Community Forums - 1246988), but so far I have not found a solution.
Is this happening to anyone else?
Thanks,
Dani
Thanks,
Dani
SOLUTION: Meta released an update to the Meta Core SDK on Friday to v71. For some reason Unity is not showing an update is available, but if you click on it, you do see the option to update. The update specifically fixed a Fusion bug and I can confirm it fixes the issues and seems like the NetCode solution is also working!!!!
20 Replies
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- factiveExplorer
I am having the same issues here. Mirror scene was working with sample avatars. but after updating v31 even the mirror scene stopped working.
Please update if you find any solution. - DigibixMember
As far as I know, the building blocks avatars is not working with the new avatars ...
Using 69.0.1 SDK
- rex.gatling.963Protege
Has anybody found a way around this? I have tried downgrading the project and still no good. I really need this feature for a client.
- AelitheExplorer
can confirm this isn't working, a lot of code is being stripped back because of a failure to add a script/define symbol
META_AVATAR_SDK_DEFINE
when manually adding that into the scripting define symbols It recompiles the code but is lacking a BodyTracking class which causes compile errors in the Entity Input Manager.
Seems like an oversight from the Meta team? - AelitheExplorer
still no solution?
- rex.gatling.963Protege
Has anybody every figured out a solution to this? Or do we just need to wait for Meta?
- XeniaDevHonored Guest
It seems to me that we need to wait for the next Meta SDK release 😕
- factiveExplorer
I was waiting the last update for it.. Not sure if they will address this issue in the next update. 🤞
- ImmersiveMatthewAdventurer
SOLUTION: Meta released an update to the Meta Core SDK on Friday to v71. For some reason Unity is not showing an update is available, but if you click on it, you do see the option to update. The update specifically fixed a Fusion bug and I can confirm it fixes the issues and seems like the NetCode solution is also working!!!!
- ImmersiveMatthewAdventurer
SOLUTION: Meta released an update to the Meta Core SDK on Friday to v71. For some reason Unity is not showing an update is available, but if you click on it, you do see the option to update. The update specifically fixed a Fusion bug and I can confirm it fixes the issues and seems like the NetCode solution is also working!!!!
- AelitheExplorer
This is closer to a solution. I am still having issues with Netcode variant where it spawns the avatars on the host but none of the joined clients, by adding the Meta_Avatar_SDK_Define and Meta_Avatar_SDK_Defined symbols I am able to see the local avatar on the host but not the remote avatar mesh, and both the local avatar and remote avatar don't show on the joined clients.
In a fresh project (Running Netcode v1.11.0 because the blocks wouldn't allow me to instantiate with a higher version) I am running into the following.
1.[ovrAvatar2 entity] Failed to load asset. NotFound at path: 25_rift.glb UnityEngine.Debug:LogError (object,UnityEngine.Object) Oculus.Avatar2.OvrAvatarLog:Log (Oculus.Avatar2.OvrAvatarLog/ELogLevel,string,string,UnityEngine.Object,bool) (at ./Library/PackageCache/com.meta.xr.sdk.avatars/Scripts/OvrAvatarLog.cs:203) Oculus.Avatar2.OvrAvatarLog:LogError (string,string,UnityEngine.Object) (at ./Library/PackageCache/com.meta.xr.sdk.avatars/Scripts/OvrAvatarLog.cs:270) Oculus.Avatar2.OvrAvatarEntity:LoadAssetsFromZipSource (string[],Oculus.Avatar2.CAPI/ovrAvatar2EntityLODFlags) (at ./Library/PackageCache/com.meta.xr.sdk.avatars/Scripts/OvrAvatarEntity_Loading.cs:430) Oculus.Avatar2.OvrAvatarEntity:LoadAssetsFromZipSource (string[]) (at ./Library/PackageCache/com.meta.xr.sdk.avatars/Scripts/OvrAvatarEntity_Loading.cs:373) Oculus.Avatar2.OvrAvatarEntity:LoadAssets (string[],Oculus.Avatar2.OvrAvatarEntity/AssetSource) (at ./Library/PackageCache/com.meta.xr.sdk.avatars/Scripts/OvrAvatarEntity_Loading.cs:354) Meta.XR.MultiplayerBlocks.Shared.AvatarEntity:LoadLocalAvatar () (at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/BuildingBlocks/MultiplayerBlocks/Shared/NetworkedAvatar/Scripts/AvatarEntity.cs:284) Meta.XR.MultiplayerBlocks.Shared.AvatarEntity:LoadAvatar () (at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/BuildingBlocks/MultiplayerBlocks/Shared/NetworkedAvatar/Scripts/AvatarEntity.cs:249) Meta.XR.MultiplayerBlocks.Shared.AvatarEntity:Start () (at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/BuildingBlocks/MultiplayerBlocks/Shared/NetworkedAvatar/Scripts/AvatarEntity.cs:166)2.
[ovrAvatar2 OvrAssert] Assertion failed: condition false - trace at System.Environment.get_StackTrace () [0x00000] in <321eb2db7c6d43ea8fc39b54eaca3452>:0 at Oculus.Avatar2.OvrAvatarLog.LogAssert (System.String message, System.String scope, UnityEngine.Object context) [0x00001] in .\Library\PackageCache\com.meta.xr.sdk.avatars\Scripts\OvrAvatarLog.cs:290 at Oculus.Avatar2.OvrAvatarLog.AssertConstMessage (System.Boolean condition, System.String message, System.String scope, UnityEngine.Object context) [0x0000a] in .\Library\PackageCache\com.meta.xr.sdk.avatars\Scripts\OvrAvatarLog.cs:324 at Oculus.Avatar2.OvrAvatarLog.Assert (System.Boolean condition, System.String scope, UnityEngine.Object context) [0x00001] in .\Library\PackageCache\com.meta.xr.sdk.avatars\Scripts\OvrAvatarLog.cs:314 at Oculus.Avatar2.OvrAvatarEntity.LoadAssetsFromZipSource (System.String[] assetPaths, Oculus.Avatar2.CAPI+ovrAvatar2EntityLODFlags lodFilter) [0x00159] in .\Library\PackageCache\com.meta.xr.sdk.avatars\Scripts\OvrAvatarEntity_Loading.cs:433 at Oculus.Avatar2.OvrAvatarEntity.LoadAssetsFromZipSource (System.String[] assetPaths) [0x00001] in .\Library\PackageCache\com.meta.xr.sdk.avatars\Scripts\OvrAvatarEntity_Loading.cs:373 at Oculus.Avatar2.OvrAvatarEntity.LoadAssets (System.String[] assetPaths, Oculus.Avatar2.OvrAvatarEntity+AssetSource assetSource) [0x00010] in .\Library\PackageCache\com.meta.xr.sdk.avatars\Scripts\OvrAvatarEntity_Loading.cs:354 at Meta.XR.MultiplayerBlocks.Shared.AvatarEntity.LoadLocalAvatar () [0x00023] in .\Library\PackageCache\com.meta.xr.sdk.core\Scripts\BuildingBlocks\MultiplayerBlocks\Shared\NetworkedAvatar\Scripts\AvatarEntity.cs:284 at Meta.XR.MultiplayerBlocks.Shared.AvatarEntity.LoadAvatar () [0x00015] in .\Library\PackageCache\com.meta.xr.sdk.core\Scripts\BuildingBlocks\MultiplayerBlocks\Shared\NetworkedAvatar\Scripts\AvatarEntity.cs:249 at Meta.XR.MultiplayerBlocks.Shared.AvatarEntity.Start () [0x0003b] in .\Library\PackageCache\com.meta.xr.sdk.core\Scripts\BuildingBlocks\MultiplayerBlocks\Shared\NetworkedAvatar\Scripts\AvatarEntity.cs:166 UnityEngine.Debug:LogError (object,UnityEngine.Object) Oculus.Avatar2.OvrAvatarLog:Log (Oculus.Avatar2.OvrAvatarLog/ELogLevel,string,string,UnityEngine.Object,bool) (at ./Library/PackageCache/com.meta.xr.sdk.avatars/Scripts/OvrAvatarLog.cs:203) Oculus.Avatar2.OvrAvatarLog:LogError (string,string,UnityEngine.Object) (at ./Library/PackageCache/com.meta.xr.sdk.avatars/Scripts/OvrAvatarLog.cs:270) Oculus.Avatar2.OvrAvatarLog:LogAssert (string,string,UnityEngine.Object) (at ./Library/PackageCache/com.meta.xr.sdk.avatars/Scripts/OvrAvatarLog.cs:290) Oculus.Avatar2.OvrAvatarLog:AssertConstMessage (bool,string,string,UnityEngine.Object) (at ./Library/PackageCache/com.meta.xr.sdk.avatars/Scripts/OvrAvatarLog.cs:324) Oculus.Avatar2.OvrAvatarLog:Assert (bool,string,UnityEngine.Object) (at ./Library/PackageCache/com.meta.xr.sdk.avatars/Scripts/OvrAvatarLog.cs:314) Oculus.Avatar2.OvrAvatarEntity:LoadAssetsFromZipSource (string[],Oculus.Avatar2.CAPI/ovrAvatar2EntityLODFlags) (at ./Library/PackageCache/com.meta.xr.sdk.avatars/Scripts/OvrAvatarEntity_Loading.cs:433) Oculus.Avatar2.OvrAvatarEntity:LoadAssetsFromZipSource (string[]) (at ./Library/PackageCache/com.meta.xr.sdk.avatars/Scripts/OvrAvatarEntity_Loading.cs:373) Oculus.Avatar2.OvrAvatarEntity:LoadAssets (string[],Oculus.Avatar2.OvrAvatarEntity/AssetSource) (at ./Library/PackageCache/com.meta.xr.sdk.avatars/Scripts/OvrAvatarEntity_Loading.cs:354) Meta.XR.MultiplayerBlocks.Shared.AvatarEntity:LoadLocalAvatar () (at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/BuildingBlocks/MultiplayerBlocks/Shared/NetworkedAvatar/Scripts/AvatarEntity.cs:284) Meta.XR.MultiplayerBlocks.Shared.AvatarEntity:LoadAvatar () (at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/BuildingBlocks/MultiplayerBlocks/Shared/NetworkedAvatar/Scripts/AvatarEntity.cs:249) Meta.XR.MultiplayerBlocks.Shared.AvatarEntity:Start () (at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/BuildingBlocks/MultiplayerBlocks/Shared/NetworkedAvatar/Scripts/AvatarEntity.cs:166)3.
ASSERT FAILED - [ovrAvatar2 OvrAssert] - condition false UnityEngine.Debug:Assert (bool,string,UnityEngine.Object) Oculus.Avatar2.OvrAvatarLog:LogAssert (string,string,UnityEngine.Object) (at ./Library/PackageCache/com.meta.xr.sdk.avatars/Scripts/OvrAvatarLog.cs:291) Oculus.Avatar2.OvrAvatarLog:AssertConstMessage (bool,string,string,UnityEngine.Object) (at ./Library/PackageCache/com.meta.xr.sdk.avatars/Scripts/OvrAvatarLog.cs:324) Oculus.Avatar2.OvrAvatarLog:Assert (bool,string,UnityEngine.Object) (at ./Library/PackageCache/com.meta.xr.sdk.avatars/Scripts/OvrAvatarLog.cs:314) Oculus.Avatar2.OvrAvatarEntity:LoadAssetsFromZipSource (string[],Oculus.Avatar2.CAPI/ovrAvatar2EntityLODFlags) (at ./Library/PackageCache/com.meta.xr.sdk.avatars/Scripts/OvrAvatarEntity_Loading.cs:433) Oculus.Avatar2.OvrAvatarEntity:LoadAssetsFromZipSource (string[]) (at ./Library/PackageCache/com.meta.xr.sdk.avatars/Scripts/OvrAvatarEntity_Loading.cs:373) Oculus.Avatar2.OvrAvatarEntity:LoadAssets (string[],Oculus.Avatar2.OvrAvatarEntity/AssetSource) (at ./Library/PackageCache/com.meta.xr.sdk.avatars/Scripts/OvrAvatarEntity_Loading.cs:354) Meta.XR.MultiplayerBlocks.Shared.AvatarEntity:LoadLocalAvatar () (at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/BuildingBlocks/MultiplayerBlocks/Shared/NetworkedAvatar/Scripts/AvatarEntity.cs:284) Meta.XR.MultiplayerBlocks.Shared.AvatarEntity:LoadAvatar () (at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/BuildingBlocks/MultiplayerBlocks/Shared/NetworkedAvatar/Scripts/AvatarEntity.cs:249) Meta.XR.MultiplayerBlocks.Shared.AvatarEntity:Start () (at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/BuildingBlocks/MultiplayerBlocks/Shared/NetworkedAvatar/Scripts/AvatarEntity.cs:166)- XeniaDevHonored Guest
Hi Aelithe,
I had the same issue today using the Photon Fusion version of the avatars (Meta SDK v71), but I was able to easily fix it. The issue is related to the avatar preset package which seems containing only 18 models (.glb files), as shown below:
Then, to prevent the scripts looking for non-existent files I simply changed the "Preloaded Sample Avatar Size" value from 32 to 18 in the "Avatar Spawner Fusion" script (that is attached to the "[BuildingBlock] Networked Avatar" gameobject), so that it randomly picks up an avatar from the existing range.
I think you can find an equivalent script with a similar property in the Netcode version of the avatars.Hope this helps.
- AelitheExplorer
Can confirm that this solves the avatars not showing up, when using two instances of the desktop simulator it shows the avatars for both the host and the client without any errors, although the update rate for the avatars seems to be quite lagged behind the movement of the name tag. It also doesn't show hand changes.
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