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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

New Participant
June 22, 2024

Something went wrong 

Participant
October 2, 2024

Heya!

It seems like the meta avatar sdk package for unity is missing some assets that make it unusable. Following the official meta project config documentation and v 29 update guide on a fresh project leads to errors and a lot of the assets that the documentation talks about, like scenes or most importantly the avatar manager prefab that has the shaders on it, are completely missing from the packages so it's impossible to get working at all. Unless there's some third secret package containing this stuff, it's currently impossible to implement meta avatars. This is with meta avatar SDK unity package installed and the sample assets package as well 

 

RiverExplorer
Honored Contributor
October 2, 2024

If this guess helps:

I am at .2 and I found that for some random reason and clearly untested reason, they had moved some of the needed and documented assets into samples. I had to load many of the samples to get the assets that were required and described in the documentation. A  while back it included the OVRCamera.

In a couple of cases I found, by trial and error, that they seemed to have deprecated an asset, moved it into samples, and created a new one with a similar name. One was something like ..managerhorizen... to ...managermeta... , but I can't remember exactly the name. And I think both are now in a sample.

NOTE: The eye gaze sample broke more, so you might want to skip that one.

They clearly think that documentation is not important.

RiverExplorer.US]@gmail.com https://RiverExplorer.games
Participant
October 23, 2024

Is it possible to include an editor to create a new Meta Avatar in the app? We want the user to be able to make custom avatars for their NPCs.

New Participant
November 14, 2024

Genuine Feedback. Please don't take this as a joke or an insult. But honestly? I would scrap it and start again. It's woefully over complicated, looks like someone basically took an internal tech demo as samples and said "yep, ship it" like it's a ready product. It's structurally a complete mess, is a nightmare to work with in anything that's not just a clone of the sample project... in fact, you literally have to use a bunch of files that are IN the samples just to get it running. There isn't a redeeming factor. Which is a shame, we really really want to use Meta avatars in our game. But right now? just having it in the project is proving a complete liability. Scrap it. Plan it properly in a USER CENTRIC WAY. And do NOT under ANY CIRCUMSTANCES do any kind of forced asset copies to an assumed structure of a project. It's absolutely wild that this code exists in a publicly released SDK.

    [InitializeOnLoad]
    public class SampleAssetsStartupTrigger
    {
        static SampleAssetsStartupTrigger()
        {
            // defer until the scene has loaded
            EditorApplication.update += RunOnce;
        }

        static void RunOnce()
        {
            EditorApplication.update -= RunOnce;
            if (!SampleAssetsUPMMover.DoesFileVersionMatch())
            {
                SampleAssetsUPMMover.CopyFilesOver();
            }
        }
    }


So start again, DO NOT ATTEMPT TO JUST MODIFY WHAT'S THERE! It will just be enforcing the same bad structure that it already has. It really, really needs a redo from scratch. This will take LESS time than continuing to use what you have now, which I'd wager if VERY slow to develop for.

RiverExplorer
Honored Contributor
March 25, 2025

I have been paid by unity's documentation people multiple times to comment on their documentation. I have said the same thing to them each time. And each time they say "thank you, here is your money for helping us improve meta documentation". The layout of the docs has improved, the content is lacking big time.

I think they need to tell the developers  and documentation people that they are not done until a non-insiders can use what they create. Then hold them accountable.

 

RiverExplorer.US]@gmail.com https://RiverExplorer.games
Inspiring
March 26, 2025

There were actually several people who were paid to review the documentation plus things like the the Meta Avatars 1.0, and what I hear consistently is that none of that feedback was incorporated year 2 years on, AND that the overall documentation has actually gone backwards in the years since, but not as much as the SDK themselves which as I am sure you are aware, are not as polished and relatively bug fee like they used to be.

 

I just tried v74 of the All in One SDK with v35 of the Meta Avatars 2.0 and it said we are to now use OpenXR versus Oculus XR as it will be deprecated, BUT the avatars that worked just fine in Oculus XR, do not track in Open XR at all and I cannot figure out why!!! Wasted 2 days trying to make it work, and I have concluded that the SDK is broken.  We can just add that to the 6 weeks I wasted trying to get the 2.0 Avatars working in December/January as the SDK had/has a lot of issues and no one could get them working till v35 came out.  Even then, v35 only seems to work with OVRCameraRig which is odd as Meta keeps telling us we can use the avatars on other headsets, but they REQUIRE XR Origin, not OVRCameraRig. 

 

What the heck is going on a Meta?  Seems like they are very checked out at the moment. I would love to be wrong and all is fixed in the coming weeks, but I am not holding my breath as we all know Meta is in a do or die situation with Horizon World and from what I hear, it is an all hands on deck sort of final effort to push that platform.  Shame as the real Metaverse is being made by indies but we are wasting our time on broken documentation and SDKs.



PaulBearerJr
Inspiring
March 25, 2025

I've spent countless hours over the last few days just trying to get my custom Avatar to load, with no luck. The funny thing is, I had it working on the project I was using, but started running into random errors (not with the avatar) so I figured I'd start the project over with a clean slate. Well, whattya know, for the life of me I can't get my custom avatar working again, no matter what I do. I must've created 10 new projects over the past week trying different versions of Unity (including 6), older versions of the Meta all-in-one SDK (69, 72, 74), older versions of Meta Avatars (24.1, 31, 35) and can't get it working. I've done the entire process so many times with creating the app on the Meta dashboard, doing the Data Checkup, copying App IDs, etc.

Mind you, I'm not a total scrub. I work as a full stack developer and have been using Unity for some time now. The level of sloppiness with these SDKs is quite frankly unacceptable. The amount of notes, known issues, fixes that Meta has AS STANDARD PROCEDURE is absolutely mind blowing. At one point the **bleep** Building Blocks wouldn't even show up and Meta's posted in version release notes somewhere "if you cannot see the Building Blocks, create a script and enter this in, and run it". Okaayyyyyyy Meta. I cannot imagine being a beginner developer, thinking Building Blocks would be an easy way to make a VR game only to be left dealing with this slop. No matter which tutorial I follow (either Meta's or youtube videos) nothing works. It's a **bleep** shame. 

Cryostriker is right. Meta needs to take all of these tools out behind the shed and put them out of their misery. RIP ⚱️💀 OHH YESSS!

PaulBearerJr
Inspiring
March 27, 2025

I got it working!!!! Woo-hoo! Thanks so much RiverExplorer , your suggestion to add the breakpoints in the code really helped me. The OvrPlatform wasn't initializing at all. There were a few things that I did, but the issue may have been a dumb oversight on my part- I didn't have the Meta Quest Link App running on my PC (since I'm at work testing this out ...)  I probably should have had running all along? Because that is what starts the OVR background processes in Windows.  Once I had that running, and then re-set my separate App IDs for both the Rift (PC) and Quest, it worked. Thanks so much for your input. I've never been so happy to see my avatar! LOL 🍻

Inspiring
April 2, 2025

This is exactly what I would love to see from Meta. It even has interactions and locomotion all synced over the net. You follow this, and you are up and running in an afternoon. https://youtu.be/TfxqiSwJWzs?si=kLxyPOpjMxxnS1kR

Inspiring
April 8, 2025

I have the same problem. I couldn't get the latest v35 avatars to work with OpenXR. They work fine with OculusXR so I guess I'll use that for now.

Inspiring
April 9, 2025

Removed as it was a double reply glitch.

April 9, 2025

Appreciate the follow-up here. You haven't been ignored or forgotten—the reason for the delay is that sorting all this out on our end involves a lot of communication between different teams that work in different ways—the internal discussion on this issue has more than 15 people participating! I appreciate your patience, as these first few issues aren't just opportunities for us to make the experience better, they're also test runs where we figure out the best way for our own teams to communicate to make sure that the most important issues get visibility and I can update you on progress in a timely fashion.

For now I can tell you: I believe we have a bunch of the stuff you're looking for in Showcases, but we agree that they should be represented in Building Blocks as well and we anticipate adding them in the near future, time and resources depending. I also believe the Avatars team is planning a hotfix for the issue ImmersiveMatthew  and bk_brainiac are highlighting, I will update you when I have more information!

Inspiring
April 10, 2025

Thanks for the reply CaseyAtMeta.  Yes...something like the older Meta Avatars 1.0 Showcase titled Decommissioned, or an updated Building Block BUT with the 2.0 Avatars and more importantly the XROrigin/OpenXR with locomotion/interaction using Fusion/Netcode would be greatly appreciated. 

 

That said, I was just informed by the new Meta Developer Advocate that OpenXR has actually not been fully implemented yet in v74 and that it will not be ready for awhile as conversations have only just started.  This was more than a little surprising of course as there has been 3 years of announcements that it is coming, then this recent blog post below and now even the SDK v74 itself telling us to move to OpenXR, yet OpenXR is actually not working as there are still apparently many ties into OVRCameraRig.  So OpenXR right now is a dead end and should be avoided by ALL developers.

 

I have shared my extreme disappointment via the appropriate channels. I will ask that you and others please take the time to ensure the wider developer community is informed to help prevent hundreds if not thousands of hours being wasted across many developers all trying to get this dead end to work.  Very disappointed in Meta I must say and makes me wonder how committed Meta is to the Metaverse as the Metaverse is NOT just Horizon World.

 

https://developers.meta.com/horizon/blog/openxr-standard-quest-horizonos-unity-unreal-godot-developer-success

 

Please ping me here when the updated sample projects are ready, but suspect we are talking months here.

April 10, 2025

Just want to close the loop on some of this stuff:

First: The issue with USING_XR_SDK has a hotfix coming out which should address RiverExplorer's use-case.

The weirdness we're seeing with the Building Blocks not working properly is a little unusual, because in our own testing (using a combination of Networked Avatar block + Teleporter block from ISDK + Networked Grabbable Object block), we had no trouble getting both locomotion and interaction working in v74. We're not 100% sure yet what's causing this to fail in your implementation, but we suspect it's either the same issue that's being fixed in the above hotfix, or a separate issue with Interaction Profile configuration that has its own hotfix coming out shortly.

Avatars not working with XROrigin is a separate issue which needs a little more clarification, and forgive me if I miscommunicate here because I have a lot of catching up I'm still doing on the technical side. The gist of it as I understand it is that our commitment to OpenXR is focused first and foremost about OpenXR Plugin support, where cross-platform devs would be able to build a single Unity OpenXR Plugin-based app and run it on Quest headsets alongside any other platforms they may be targeting. We're not moving away from OVRCameraRig yet because it would require developers to switch CameraRig per platform and do their cross-platform adaptation themselves. We would like Avatars to be less OVRCameraRig dependent, but we're not 100% sure yet at this stage exactly when and how we want to prioritize this.

Hopefully this provides a little more clarity. This feedback is going to the Avatars team so more questions, feedback, and (constructive) criticism is still welcome!

RiverExplorer
Honored Contributor
April 10, 2025

Thank you: USING_XR_SDK!

As to the blocks - lack of documentation is often the problem. Just dropping them into a scene often adds a lot of stuff, you don't know what it did, or what it expects you to do to make it work. I seem to recall that blocks were added to make it easier for beginners. The problem is, they teach nothing, they just tweak your scene Hierarchy.

Same with Unity Event based interactors, Oculus interactors, and now XR interactors. You dropped in an ovrcamera, do we use the OculusXR with ovrcamer? or OpenXR? Or is OpenXR only workable with XROrigin? And now how do you make the ray interactors you dropped in work with unity game objects and a UI canvas? You have to do a lot of trial and error and some guessing. And will you need a ray interactable, graphic raycaster, ovr raycaster, or xr interactable or some isurface object?  I have two identical objects, it works with one and not the other. It is taking a lot of trial and error to figure out. We need docs.

I had locomotion problems, until I figured out that some block added its own locomotion script (It might have been ovrcamera). So it conflicted with my locomotion script.

When you test these, do you start from scratch using the documentation? Or tweak or use an example you already have?

Also, the UNITY (not meta) documentation interaction documents are outdated. They are from the previous major revision. So following the instructions leads you  a circle.

 

 

RiverExplorer.US]@gmail.com https://RiverExplorer.games