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mousebear
Honored Contributor
November 15, 2021

Meta Avatars SDK (Feedback/Issues)

  • November 15, 2021
  • 161 replies
  • 71094 views

Do you have any feedback and/or issues in regards to the Meta Avatars SDK? Use this place to discuss, as we'll have members of the engineering team reviewing this thread!

 

Read the blog on the Meta Avatars SDK here: https://developer.oculus.com/blog/meta-avatars-sdk-now-available/

 

Refer to the Meta Avatars SDK documentation here: https://developer.oculus.com/documentation/unity/meta-avatars-overview/

161 replies

Inspiring
October 6, 2022

We would like to give our users a link to go edit their avatar. I found the following line which allows our users to be brought straight to the account holders edit avatar section:

AvatarEditorDeeplink.LaunchAvatarEditor()

 However once the user has finished editing their avatar, we would like to have their avatar reloaded in our app. It would be nice to have a AvatarEditorDeepLink.OnSavedAvatarChanges() so that I can add some behaviour to happen afterwards.

EvansTaylorDigital
Up and Coming
October 10, 2022

Hi there, I'm hoping that someone can help with an issue we are experiencing that relates to User Accounts and Meta Avatars.

Some of our users are experiencing an issue where they cannot load their Meta Avatar. This happens because they are getting a 400 error when calling:

Users.GetAccessToken().

The result from this call is usually passed into

OvrAvatarEntitlement.SetAccessToken() 

This only happens to some users and not others and the problem has only started occurring after the Meta account migration.

We would really appreciate some help with this issue

samurat
Up and Coming
October 18, 2022

For this point in Best Practices https://developer.oculus.com/downloads/package/meta-avatars-sdk/#inactive-state-or-afk

is there a built-in method for making the Meta Avatars go in a rest position, preferably with their eyes closed and arms crossed? Also out of rest position to continue tracking the input. 

New Participant
October 18, 2022

Hi all,

 

I've been trying to get Meta Avatars 2 Lip Sync to work with Photon Voice simultaneously due to a conflict over the microphone of the device. There a few threads mentioning this conflict and one proposed solution here:
https://forums.oculusvr.com/t5/Unity-VR-Development/Meta-Avatars-2-Lipsync-PUN-2-amp-Photon-Voice-issue/td-p/965115

I have tried a similar approach to what olaysia has posted but it has caused a lot of lag in Editor in my case. Following the suggested approach, I have also tried writing my own version of `LipSyncMicInput` with having the central microphone manager class to wrap the usage of Unity's microphone but that does not seem to help. 

 

I'm hoping that we can get an example scene from Oculus to help manage this problem as I see several devs are facing it. 

 

Meanwhile any help would be appreciated.

 

Thanks,

Mostafa

Inspiring
October 18, 2022

Hello Mostafa, the lag is probably being caused by one of the Microphone functions being called too often. Check if Microphone.Start() or Microphone.IsRecording() or Microphone.Devices() is getting called in Update(). I've found these methods cause a massive frame rate drop.

kavanavak
Inspiring
October 19, 2022

mouse_bear Zuck mentioned the new Avatars coming to Unreal developers "soon" during Meta Connect '22... is there any update as to when soon will be?

samurat
Up and Coming
October 21, 2022

OvrAvatarManager prefabs are creating Meta Avatars with Unity's Standart shader hence broken if "FastLoadConfigurationInitilzer" is not set in their Shader Manager
And I had problems with folders named Library even though my gitignore config does not filter for every Library folder so not sure what happened there but not very important as its just examples. 

Also would be nice to get the package as a zip file instead of unitypackage since we remove and copy the files manually to update.

Inspiring
November 24, 2022

If avatar set to "Load User From Cdn" (app IDs provided), it loads properly on Play in Unity editor and on the device via Link (while there is no body tracking: https://forums.oculusvr.com/t5/Unity-VR-Development/Avatars2-SDK-body-tracking-is-not-working/td-p/1000513 )
But on second scene Play, device do not receive scene to play, it played only in the Editor window, without any tracking of course.

Unity Editor restart solve issue but only until next scene Play.

With "Load User From Cdn" option disabled no issues, it works as it should with pre-loaded avatars.

Clean project, Oculus Integration v46, Avatar2 SDK v18 (build_number: 407623792)

Participant
December 15, 2022

Hi,
Has anyone tried to combine meta avatars with interaction sdk?
I have basically added a gameobject -> added sample avatar entity component -> and gave AvatarSDKManager horizon in the body tracking portion.
I would expect the avatar hands to align with the interaction sdk hands but that is not the case especially when we deal with handpose.
There appears to be a sync issue between those two.
Please suggest a fix?

 



Inspiring
December 19, 2022

As of the 16th December 2022 we have started seeing incompletely constructed avatars. The Meta Avatar SDK version we are using is 18.0. I have tried updating to 20.0 but still see the same problem. Here are some additional observations.:

  • This does not occur on a Quest build. It happens in the Unity Editor or in a Desktop build.
  • The problem sometimes resolves itself after I make a change to my avatar's look in settings, save the changes and then try reloading the avatar.
  • The problem does not resolve itself by re-loading the user. If a user has the problem, it persists each time the avatar is loaded.
  • Mostly the avatars head is missing, and occasionally only the hands of the avatar entity's LOD4 is visible:

In this case the head was missing but the eyebrows were visible.

These problems mean we cannot launch our product with meta avatars.

Inspiring
December 19, 2022

I think I've found a bug in the meta avatars sdk version 17.2. After calling LoadUser() on an avatar entity that has already been loaded before(which may happen if you'd want to update an avatar's look), the transforms Joint Head, Joint LeftHandWrist and Joint RightHandWrist stop being in the correct positions and simply fix themselves at 0, 0, 0. Here are the steps to reproduce it:

  1. In a blank scene add a AvatarSdkManagerHorizon object and a empty gameobject with a SampleAvatarEntity component.
  2. Set the SampleAvatarEntity's BodyTracking input to be the AvatarSdkManagerHorizon's SampleInputManager.
  3. Add some code in the SampleAvatarEntity which will enable you to call LoadUser() in runtime.
  4. Ensure you have UseStandalonePlatform checked in your OculusPlatformSettings so that your own avatar loads.

  5. Connect your headset with Quest Link and run the scene to let your avatar load.

  6. In the hierachy see how the Joint Head is in the correct place.

  7. Now manually call LoadUser() and see how Joint Head is no longer in the correct place.