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Mobile Avatars SDK - 3/23 Build

Ross_Beef
Heroic Explorer
Hey all,

I just updated the Avatars Unity integration, which you can find on dropbox here

Updated in this build:
* Fixes a bug in scenes with both combined and non-combined meshes (thanks @GEMISIS)
* Fixes a z-depth bug where mesh combining changed the layering of materials (thanks @twong_hulu)
* Fixed the z-fighting with single pass stereo rendering mode in Unity. We had reports of Z-fighting on the self occluding shader using single pass stereo - Also added a more optimal matrix multiply for the z-pass

Let me know if you have any issues or feedback

Best

Mike
13 REPLIES 13

Ross_Beef
Heroic Explorer
UPDATE: I've just updated the build linked above, this should work without error.

phindle
Protege
Thanks Mike.
On the PC, will this still require and be compatible with the 1.13 Windows Oculus App?

Ross_Beef
Heroic Explorer
Yes - there shouldn't be any changes in the SDK, these are all Unity based.

r0b0saru
Expert Protege
I tried to upgrade, but since I am on 5.3.8f1 the AvatarSurfaceShaderSelfOccluding will not compile. Seem to be because:

(Line 118) output.position = mul(UNITY_MATRIX_MVP, v.vertex);
was changed to 
(Line 119) output.position = UnityObjectToClipPos(v.vertex);

phindle
Protege
Going forwards - If Oculus could document/state which versions of Unity they've tested the SDK with (and both Android/GearVR avatars & PC/Rift avatars), that would be very useful information. Things often seem to work with one version of Unity, whilst breaking with other versions of Unity, so this would be a useful thing to add to the SDK documentation & ReadMe files.

We're using v5.4.5f1 of Unity here at the moment, and Android avatars built & worked with this version of Unity. I am currently testing the latest SDK & Oculus Home app (1.13) on Rift now (with Unity 5.4.5f1 too), so hopefully it will all just work.

Ross_Beef
Heroic Explorer
Hey @phindle - it was my understanding that we had documented that we currently support 5.4 (I'd have to check exactly which flavor) but not 5.5.

That's a great piece of feedback though. I'll flag for follow up in our QA and (ultimately) documentation

Ross_Beef
Heroic Explorer
@r0b0saru - I'll flag this one with the team. Might be an issue with Unity 5.3 not supporting the function?

Anonymous
Not applicable

r0b0saru said:

I tried to upgrade, but since I am on 5.3.8f1 the AvatarSurfaceShaderSelfOccluding will not compile. Seem to be because:

(Line 118) output.position = mul(UNITY_MATRIX_MVP, v.vertex);
was changed to 
(Line 119) output.position = UnityObjectToClipPos(v.vertex);


We'll def need to follow up on that. I was worried that maybe 5.3 didn't have UnityObjectToClipPos, but it has it according to the docs.
https://docs.unity3d.com/530/Documentation/Manual/SL-BuiltinFunctions.html

Ross_Beef
Heroic Explorer