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Oculus avatars on Oculus Go

m_milazzo
Protege
I'm trying to run the Unreal's AvatarSamples project with Oculus Go (the project, that is intended to work on Windows, is available here), so I changed some project settings in order to run it on a less powerful device (particularly the rendering settings) and changed also the OvrAvatar plugin settings to load also on Android (in the file OvrAvatar.uplugin I added "Android" to WhitelistPlatforms); I also made sure libovravatarloader.so is correctly loaded at runtime on the Android device and also called ovrAvatar_InitializeAndroid if running on an Android device (a very long and boring story).

All seems to be ok, except that when I run the app it crashes in the method CacheVertices of SkeletalRenderCPUSkin; this class is only used over Android, when running on Win64 the class SkeletalRenderGPUSkin is used in its place.

Attached to this post the logcat output related to an execution on Oculus Go.

The post linked above says: 
The Oculus Avatar SDK assists developers with implementing social and hand presence for Gear VR, Oculus Go, and for Oculus Rift and Touch controllers.
but it seems there is not a working example of the Avatar integration for Oculus Go, may you provide one or help us to make the Windows project working on Android?
9 REPLIES 9

Ross_Beef
Heroic Explorer
Hi there. Unfortunately we don’t yet have a public sample for Android UE support.

We’re actively working on this right at this moment and will have the update available as soon as possible.

in the meantime, if it’s of interest, we can document our process in getting around the issues you call out above (which we’re working through as we speak)

m_milazzo
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in the meantime, if it’s of interest, we can document our process in getting around the issues you call out above (which we’re working through as we speak)

Oh sure! I'm absolutely interested!

jumbli
Member
@Ross_Beef  I'm working with Oculus Go and UE4 and the Avatar plugin too. Can you please provide the notes you mentioned above. Thank you.
Developer of Dimensional, The Relentless, Breath Tech, Jigsaw 360 View my dev blog at JumbliVR.com

jumbli
Member
@ginopeloso, did you make any progress with this? If you can pass forward any notes Oculus provided it would be appreciated. Thanks.
Developer of Dimensional, The Relentless, Breath Tech, Jigsaw 360 View my dev blog at JumbliVR.com

m_milazzo
Protege

jumbli said:

@ginopeloso, did you make any progress with this? If you can pass forward any notes Oculus provided it would be appreciated. Thanks.


Nothing... 😞 waiting for the Oculus Avatar SDK 1.30 to see if there's something new...

Mandergoop
Honored Guest
I've had a lot of issues with the Avatar SDK on Oculus Go. The social starter example was finally working for me, except there was a bug where one user (the member of the room) could not hear the other.

It was very difficult to debug all of these issues on the Go, so I've decided to give up and just develop with the Rift :). Did anyone else get the social starter example to work with the Go? Any tips for developing with just a Go, or do most people develop with a Rift first?

Ross_Beef
Heroic Explorer
Hey @Mandergoop —  we’re mostly focused on the avatars component of Social Starter here in this discussion group (which sounds like was working for you?) but I can escalate the VoIP issue to another team at Oculus.

Do you have any logs that might be helpful?

Mandergoop
Honored Guest
I could provide logs, but I was running the app from the app I pushed through the oculus test server. If you could help me to access the logs, I could provide them. Would I just access them through adb while I'm running the app? And yeah, I did get the avatar mesh to work (with Unity).  We can make a new thread for sure.

Thanks for your help!

m_milazzo
Protege
Is there something new about a demo on Unreal Engine?