03-20-2022 10:47 PM
So, I'm trying out the Meta Avatar SDK using Unity. I haven't quite got it to work yet, but one thing I notice is that the file size of the APK of one of the demo scenes is about 220Mb.
Is this normal? I was wondering what is causing it to be this big and noticed in the Assets/StreamingAssets/SampleAssets folder are some large zip files of about 50Mb each for different platforms.
With names like: PresetAvatars_Quest2.zip
So it seems like the APK contains avatar graphics for 3 different platforms. This seems kind of odd, since why is this in the APK and not part of the Oculus OS?
People only have 64-128Gb of memory on the Oculus so we don't want large file sizes containing duplicate Avatar graphics.
It seems very inefficient. If I have to use 200Mb to include people's Meta Avatars in my games, then I think I will skip it. Unless there is something I'm doing wrong?
Solved! Go to Solution.
03-22-2022 12:43 AM - edited 03-22-2022 12:51 AM
Read the doc here (first paragraph): https://developer.oculus.com/documentation/unity/meta-avatars-load-avatars/
The Meta Avatars SDK for Unity package includes 32 Avatar presets that can be loaded locally from disk. These Avatars are useful for prototyping, offline play, and as a fallback.
You should be able to safely remove that folder, but you would have no fallback if something goes wrong.
03-22-2022 12:43 AM - edited 03-22-2022 12:51 AM
Read the doc here (first paragraph): https://developer.oculus.com/documentation/unity/meta-avatars-load-avatars/
The Meta Avatars SDK for Unity package includes 32 Avatar presets that can be loaded locally from disk. These Avatars are useful for prototyping, offline play, and as a fallback.
You should be able to safely remove that folder, but you would have no fallback if something goes wrong.
03-22-2022 01:20 PM
Many thanks! I definitely need to pay closer attention to the documentation.