I have integrated the Oculus avatar into my application; However, without the Oculus runtime installed on the client machine the application will crash. Is there a safe way to use this library without having to specify /DelayLoad:"libovravatar.dll" in the application, and check the ovrcapi runtime version? Currently using: Oculus Avatar SDK V1.10.1
@GEMISIS is correct in that, for now at least, Avatars SDK requires Oculus software (and therefore the runtime would be installed). There's a body of work required to make sure that we can roll out Avatars to non-Oculus titles which is definitely on the cards, but not in the timeframe we're looking at for this beta / initial launch
We ran into this issue as well. I'm guessing you are using Unity or Unreal to develop? Either way, this *should* be the same, but I've only verified this fix for Unity:
First, ensure that you have the Oculus app installed to your PC. Next, ensure that your application is set a 64-bit build. In Unity you can do this from the build window by changing the platform Architecture: If this is in the Unreal engine, I would look for a similar option on there. Basically, the DLL is setup for the 64-bit path on Windows, and so if you use a 32-bit build it won't be able to find the DLL as a result.
Edit: I may be misreading this: if you are asking if there is a way to not include the DLL loading at all, that's not possible from what I've seen, as it is required for the Avatar SDK as far as I'm aware.
For clarification I'm not using Unreal or Unity, this is for a engine I'm programming. The problem is that I can run it fine with the Oculus runtime installed; However, I cannot guarantee the end user will have it installed (most will not). When the Oculus runtime is not installed the application will crash, with the error unable to find libovravatar.dll (Which is located in the Oculus runtime).
Okay, so yes, in that case unfortunately there is no solution. The Oculus Runtime is required for Avatar usage due to how it works as far as I have seen (This is what includes the DLL). This is mainly due to handling users' custom avatars (including future updates such as additional clothes options and such). Ultimately because of how the SDK works there is most likely not a way around this outside of pulling in some DLLs yourself, and even then I don't know how well that would work.
@GEMISIS is correct in that, for now at least, Avatars SDK requires Oculus software (and therefore the runtime would be installed). There's a body of work required to make sure that we can roll out Avatars to non-Oculus titles which is definitely on the cards, but not in the timeframe we're looking at for this beta / initial launch