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Oculus Mobile Avatars SDK - 3/14 Build

Ross_Beef
Heroic Explorer
Hi all,

This update includes the following files / folders (attached here via dropbox as the file size is too large for our forum)
  • Mobile Avatars SDK / Unity integration
  • Master build of the Oculus VR Mobile App
Instructions:
  1. After unzipping ovr_avatar_sdk_1.14.0.zip, the Unity integration is under: OVRAvatarSDK/Unity/OvrAvatar.unityPackage
  2. Copy the OVRAvatarSDK/Android/libs/armeabi-v7a/libovravatarloader.so to your Unity project under Plugins/Android/libs/armeabi-v7a/
  3. Download and install the Horizon APK on your test device, use this to sideload your build


Included in this update:
  • SDK fix for the crash on scene.destroy() that a couple of folks had come up against.
  • SDK update to include further garbage generation reductions (A further c.80% reduction vs where we were for the 3/3 build)
  • Additional threading / optimizations for the combined mesh Unity option.

Current known issues

  • As noted above, we've made changes to the underlying SDK code which is now hooked into the mobile app that we'll be shipping later this week. I've provided an unreleased version of the Oculus VR mobile app which includes these fixes to allow you to proceed without delay. At the time the official update happens (later this week), you should be able to update the regular Mobile app and continue to build against it. You'll note that the Unity / SDK package has gotten a lot smaller. This is because the assets and SDK are now located within the Oculus mobile app, as will be the case going forward.
  • We're currently dealing with an occasional shader fades bug which has caused weird alpha on the Avatar faces (if your Avatar looks like a ghost man, that's the bug). We expect to have a fix in time for Wednesday's update.

Coming later this week

  • CPU optimizations for Unity to reduce per-frame CPU
  • Fix for the fade bug (noted above)


Keep the great feedback coming, we're heads down trying to eek as much in the way of performance optimizations as possible for you, but welcome other feedback. If you are running up against perf constraints, let me know the nature of the limits you're seeing / any profiling that will be helpful for us to triage.

22 REPLIES 22

Ross_Beef
Heroic Explorer
@GEMISIS
@twong_hulu
@benmersive
@johnleevtime
@goncho

-- FYI as this solves an issue with scene destroy and further optimizes our drawcall reduction option.

Ross_Beef
Heroic Explorer
Extra note, if using any build after 3/14 you can remove these files (now included in the APK we attached above, built into the Oculus mobile APK going forward):
  1. Plugins/Android/assets/avatars/
  2. Plugins/Android/assets/OvrAvatarAssets.zip

benmersive
Explorer
@Ross_Beef  is it possible to do group avatars and group VOIP? The sample code seems to be for a 2 way scenario

Ross_Beef
Heroic Explorer
Hey @benmersive - you can actually set up multiple peer to peer VoIP streams, it's just a case of handling each player's respective P2P connections with other players. There's an obvious perf hit to doing this, but this gives you the benefit of being able to spatialize each stream relative to the given player.

twong_hulu
Explorer
Are there any issues with building final builds and IL2CPP with Unity? We're having some issues with it where the app is stuck on the loading screen. I'm still trying to track down exactly what is going on, but it seems like I have avatars, IL2CPP, and a final release build, then it will not work. If I build a non final build then it runs ok...

Ross_Beef
Heroic Explorer
hey @twong_hulu  - any debug information that could help us out??

GEMISIS
Adventurer
Just to check, is this the alpha bug mentioned, or is this something separate? (This is the color of my custom avatar, so it's almost there)

n52u6s3w1hfx.png

Ross_Beef
Heroic Explorer
@GEMISIS - that looks like our default avatar. Can you confirm that you're entering the app Id in the newly added 'gear app id' field in Unity (it used to just be 'Rift app id'?

twong_hulu
Explorer
@Ross_Beef - Unfortunately there is no logging...it only happens on final builds, and I don't really see anything in the log there. I'm still trying to track down what is going on.