Facing error using NetworkedAvatar (38.0.1) with Custom Matchmaking
I am facing an error when adding [Multiplayer Block] NetworkedAvatar (ver. 38.0.1) into the scene. The error is associated with a script which seems to be missing from package. The error is triggered in AvatarEntitiy.cs (line 173). var animationBehavior = GetComponent<OvrAvatarAnimationBehavior>(); animationBehavior.enabled = true; I also tried installing 35.2.0 but getting other errors. I believe the AvatarEntity code is built on some older version of AvatarSDK which earlier had class OvrAvatarAnimationBehaviour.Solved81Views2likes5CommentsPrevent Hands from going through table.
Hi, I am using the Unity Movement SDK to controle an Avatar in my unit scene. I want the player to sit in front of a table in real life and place his hands on it. In VR, the hands should also be on a table. I can roughly adjust it so that the hands are on the table. The only problem is that there are always small inaccuracies when tracking and the AVatar's hands keep disappearing into the table. Is there a way to prevent the hands from sliding through the table and always lying on it?659Views0likes1CommentI can't start the application with my Meta Avatar created
I created my scene in Unity following the documentation, everything is working right down to the building blocks. I imported the buildingblocks avatar into the scene and it works when I run it with my oculus, but I can't bring in My Avatar created in the Meta account. How can I launch the application with my avatar instead of the default avatar?869Views0likes2CommentsMeta Avatar Has No Head When Viewed From 2nd Camera
I have created a 2nd camera in my scene so that I could stream the view out to a server but my avatar is rendered without a head. Is there any way to force the Oculus Avatar2 to also create the head? I've been searching for options in the Oculus code but haven't found anything obvious. Thank you for any suggestions.Solved2.5KViews0likes6CommentsModeling NPCs using Meta Avatar SDK
According to the Meta Avatar SDK documentation: "We encourage using avatars as NPCs as a way to help virtual worlds feel more alive in single and multiplayer experiences. Consider using the SDK-provided presets as a diverse set of characters for this purpose. Known issues: Recorded animations played back using the Avatars streaming interface may break with updates to Avatars content or to the Meta Avatars SDK. We are currently exploring alternative animation solutions to better support this use case in the future." I'm trying to model NPCs using the Meta Avatar SDK and have found very little support in terms of documentation or samples that demonstrate: How to make an avatar look at a target How to create and apply animations (other than recording 1st person avatar movements and playing them back on an NPC) NPC movement, perhaps along a NavMesh Building custom avatars (as opposed to using one of the presets) I'm happy to work from scratch and share my results but don't want to replicate work done by others. Thanks!1.6KViews4likes2CommentsChange Meta avatar transparency
Hello, I want to make a remote Meta Avatar fade in and out. I can't find a way to make the avatar transparent. I can't find a way to access the mesh render and change the alpha channel. It must be possible as in the documentation they put best practice to fade in the avatar on loading:3KViews3likes5CommentsMeta avatar 2 multiplayer
Hello everyone. I'm trying to use the new meta avatars in multiplayer but I struggle with implementation. I tried with Photon Pun 2 and the sample scene "network loopback" but I'm unable to achieve proper networking. Has anyone achieved multiplayer with the new avatar sdk or know a documentation or tutorial I can use to make it work? Thanks a lot.23KViews5likes42CommentsDoes anyone know how to add a gameobject to a Meta avatar?
I really want to use the avatars in my game but I am stopped because I can not figure out how to "add" a game object to an avatar. For example if I wanted to add a wrist watch or a custom ray cast. Any help would be greatly appreciated!1.4KViews0likes2CommentsMeta Avatar Joint Transforms Are In Incorrect Position After Calling LoadUser() Again.
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: In a blank scene add a AvatarSdkManagerHorizon object and a empty gameobject with a SampleAvatarEntity component. Set the SampleAvatarEntity's BodyTracking input to be the AvatarSdkManagerHorizon's SampleInputManager. Add some code in the SampleAvatarEntity which will enable you to call LoadUser() in runtime. Ensure you have UseStandalonePlatform checked in your OculusPlatformSettings so that your own avatar loads. Connect your headset with Quest Link and run the scene to let your avatar load. In the hierachy see how the Joint Head is in the correct place. Now manually call LoadUser() and see how Joint Head is no longer in the correct place.1.5KViews3likes1Comment