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Meta Avatars SDK (Feedback/Issues)

mouse_bear
Retired Support

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/

113 REPLIES 113

olaysia
Expert Protege

I think I've found a bug in the meta avatars sdk version 17.2. After calling LoadUser() on an avatar entity that has already been loaded before(which may happen if you'd want to update an avatar's look), the transforms Joint Head, Joint LeftHandWrist and Joint RightHandWrist stop being in the correct positions and simply fix themselves at 0, 0, 0. Here are the steps to reproduce it:

  1. In a blank scene add a AvatarSdkManagerHorizon object and a empty gameobject with a SampleAvatarEntity component.
  2. Set the SampleAvatarEntity's BodyTracking input to be the AvatarSdkManagerHorizon's SampleInputManager.
  3. Add some code in the SampleAvatarEntity which will enable you to call LoadUser() in runtime.
  4. Ensure you have UseStandalonePlatform checked in your OculusPlatformSettings so that your own avatar loads.

  5. Connect your headset with Quest Link and run the scene to let your avatar load.

  6. In the hierachy see how the Joint Head is in the correct place.

  7. Now manually call LoadUser() and see how Joint Head is no longer in the correct place.

The result of "OvrPlatformInit.InitializeOvrPlatform()" is Fail.

I added the MetaAvatars SDK to implement the MetaAvatars functionality for an already released AppID, and when I tried to connect to OvrPlatform, I got a "Failed to initialize OvrPlatform".
I checked the error message and found it to be "NotEntitled".
The same error occurs when the AppID is incorrect.

When I created a new AppID as a trial, the connection succeeded without problems, and I was able to display avatars created by the user.
The "Data Use Checkup" setting itself is the same in both cases, so this does not seem to be the problem.
 (Perhaps the sequence has not progressed to the data usage check.)


MtMarron_0-1673154061192.png

 

Problem solved.
I had already released the app on AppLAB, but I needed to purchase the target app once from the AppLAB side for the account to test it.
After the purchase NotEntitled" no longer occurs.

anthony.hunt.75
Explorer

Hi everyone!

 

I know now that the developers don't recommend to store streaming data for playback, as it is not very reliable, but I still had a try to do this for a research project.

Unfortunately my data captured is in a format that is not readable by my unity project. Basically my data sample is of size 468 bytes, when the four LODs are 364, 620, and more...

I know I have recorded in low LOD, but I am unsure why the data is not size 364 then... I can't find any documentation detailing which settings are influencing the buffer size for streaming data (other than LOD level), are there any parameters in the OVR Avatar Entity, or AvatarSdkManager that would affect this buffer size ?

 

Thanks!

I would like to add that the data has been captured in standalone quest 2 APK.

schugomedia.2023
Honored Guest

Can someone give me a straight link to the FB network information security Administration? 

My own FB account (personal use) And two of my clients need My help to get these three way authentications off for a second. My laptop is broken also, im actually doing work (banners) with 8 year old phone and using library everyday. Let us just laugh off this all... 

Can I place my avatar farther away from the CameraRig?
I would like to know how to keep the avatar shown even when it is far away, as it hides when I move away a little.

chrisnolet
Explorer

I've been using the Meta Avatar SDK for a while now. I've noticed a regression with v20 on Quest Pro:

In a networked session, Quest Pro avatars will freeze if the user takes their headset off and then puts it back on. Other players will see the Quest Pro user 'stuck' in the position they were in when they removed the headset. The avatars are unrecoverable until the player leaves and rejoins the game.

Steps to reproduce:

  • 1. Sync avatars with with `.RecordStreamData()` and `.ApplyStreamData()`
  • 2. Join session with one Quest Pro user and one Quest 2 user
  • 3. Quest Pro user removes the headset
  • 4. Quest Pro user dons the headset

Expected result: Quest 2 user should see the Quest Pro user's avatar continue to work.

Actual result: Quest 2 user sees a frozen avatar.

This is a regression from v18. I am able to repro by toggling back-and-forth between the v18 and v20 Avatar SDK plugins.

so far as of April 5th 2023 I have not had any issues I can think of ad of yet ... 

KNOW IF SOMETHING DOES HAPPEN AFTER THE FACT YOU BETTER BELIVE I WILL GET A HD OF YOU FOR SOME HELP

bob.ross1337
Honored Guest

Hey guys, i have an issue with the correct display of the elbows. do i need to change a certain setting in avatarsdkmanagerhorizon or in my ovravatarentity script? I would be grateful for any help.elbow.PNGelbow2.PNG