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Meta Avatars conflicts with our OVR SDK

GlimpseGroupDev
Protege

Hello there, I work on a project that uses both the Oculus SDK and the Meta Avatars SDK. Now that the Quest has shifted to the new avatars, it seems we have no choice but to use the v29 Meta Avatars because otherwise users cannot see their most recent avatar in our app.

We were alright with the idea up upgrading to the newer avatar version but the avatar SDK has a whole bunch of overlap and conflicts with the version of the Oculus SDK that we are using. So now we have to upgrade our Oculus SDK as well.

The problem is that the new Oculus SDK has closed of some of the code that we had made an essential change to. Due to our multiplatform approach we had a small edit to the PointerEventData so that all of our platforms can use the same interface with the Unity UI system. This change is no longer possible with the new Oculus SDK. 

TL;DR

1. It is not an option to keep using an older meta avatar SDK because users cannot change their avatar

2. It is not an option to update avatar SDK but not Oculus SDK

3. It is not an option to intercept the PointerEventData in the way we were because the Oculus SDK is now a package with closed off DLLs

We are going to have to figure out an alternative way around this issue with intercepting the pointer data. This is a massive amount of surprise mandatory work just to keep the app functioning properly. Is there a way to avoid any of these restrictions and avoid rebuilding so much functionality?

2 REPLIES 2

GlimpseGroupDev
Protege

To be more specific about the pointer event data change: 

The script OVRPointerEventData is an extension of PointerEventData. There is no way to intercept those calls in our own way, so as long as the OVR scripts are in the project that function will override anything else we want to do with the laser. So we comment it out and made our own that we can connect with other types of user rigs. This script is now buried in a dll and cannot be edited, leaving us in a bind where our project has years of progress built on a separate input system that is no longer supported

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