Hi,I’ve received multiple reports from users that cross-platform avatars
suddenly stopped working in the Steam version of my application, without
me releasing any update. None of the avatars no longer load, and the
white placeholder avatar is always ...
Hi,I'm trying to add support for cross-platform avatars to the OpenVR
version of my app, but I've run into an issue.These is how I've setup
the Avatar component:I've disabled the component, but I enable it from
code once I've set the "Oculus User ID"...
I’m currentlyfinalizing the Oculus version of my application for
release, but havea few issues that I would like to resolve first.When
running the VRCvalidator tests, the TestAppShouldQuit test fails, but
when I followthe steps for the manual
I’m trying to usethe OVROverlay scripts to show a loading screen while
transitioningbetween scenes in my application. I have one
OVROverlaycomponent configured to render a cubemap, which is working
fine, andone OVROverlay component setup to render a ...
Hi,I’m trying to usethe OVRManager.AudioOutChanged event to be notified
when the audiooutput device is changed in the devices settings (as
described inthis post),but the event never fires when switching between
the differentoptions, or when changing ...
Looks like there are some major problems with the Avatar SDK at the
moment. I'm experiencing a similar
mlucas.08.14 said: I'm seeing the same thing on my end. It looks like it
may be not be loading them from Oculus servers? I've tried different
versions of the integration and had no code changes to my app and they
stopped working. As you describe, I s...
I figured out what the issue was. Apparently you need to use the
OVRCameraRig prefab (instead of the SteamVR rig) for the cross platform
avatars to work correctly out of the box. But since the cross-platform
functionality of the OVRCameraRig only sup...