Is there a way to make the player not see their own avatar
Hello, I am building a Unity Project with Meta All-In-One SDK and I'm using the Networked Avatar Building Block on top of Matchmaking and Hand Tracking and Passthrough to create an experience where users can see other avatars with their hand movements with Passthrough in the real world , this creates an effect where you can see people walking around, talking and interacting with things in a room that they are not physically in with passthrough. My issue with this is the fact that the player (host) can see other players' Avatar and other players can see the host's avatar but when the host themselves also look down they also see their own avatar arms connected to their hands and body. I do not really want this Is there way for the player to just see their normal hand prefabs/meshes from their perspective while other connected players see the full avatar and vice versa?12Views0likes1CommentMeta Avatars Hands gripping controllers look unnatural. How to fix in Unity?
Hey everyone, I’m working on a VR multiplayer project using Meta Avatars with Photon Fusion and Meta XR Building Blocks in Unity, and I’ve run into an issue with hand realism. Current Setup: Using Meta XR SDK (Building Blocks) Avatar spawned via Networked Avatar (Fusion) AvatarSDK → OvrAvatarEntity + Sample Input Manager (Standalone mode) OVR Camera Rig assigned correctly Controllers tracked and avatar loads fine Problem: Avatar hands appear and track correctly But grip looks unnatural — like the controllers are “stuck” to the hands Fingers don’t wrap properly around the controller No subtle finger behavior (like index resting on trigger or thumb on joystick) Looks very different from Meta Quest Home environment What I’ve Tried: Assigning OVR Camera Rig to Sample Input Manager Switching Body Tracking Mode to Standalone Trying OvrAvatarCustomHandPose (but skeleton is runtime-generated, tricky to bind) Adjusting controller transforms manually Testing OVRInput values (trigger, grip, touch — they work) Questions: How do you achieve realistic controller grip with Meta Avatars? Are there any recommended workflows or examples for “Meta Home–level” hand realism? Would really appreciate any guidance, sample setups, or best practices 🙏 Thanks!21Views0likes1CommentAccessibility Feature Request: Conversation Focus Mode for Ray-Ban Meta Display Glasses
Hi everyone! I’m a Ray-Ban Meta display glasses user who is hard of hearing and wears hearing aids daily. I’d love to see a conversation focus mode added that prioritizes voices directly in front of the wearer and reduces background noise. In busy environments, this would make a big difference for hearing-aid users and others who rely on clearer speech in real time. If this type of accessibility feature is ever developed, I would absolutely love the ability to have it added to my glasses and would be happy to provide feedback or participate in any beta or user-testing opportunities. I’ve also submitted this through support channels, but wanted to share here in case the team is gathering feedback.136Views1like0CommentsAvatar customization
Hello everyone, please excuse if this question sounds dumb! I am new to Meta Quest and have been given an assignment in VR class. I am supposed to add gloves to my avatar and change the color once they are added. I have created my avatar and have followed the instructions on changing but somehow cannot find the area where I can add gloves. :( Can anyone help?60Views0likes1CommentNPCs with Avatar/Style2Meta material are invisible on Meta Quest
I've rigged, animated, and imported avatars into my Unity project and scene as prefabs. I've created new materials for them with the same shader as my player avatar utilizes when he loads in - Avatar/Style2Meta. When playing the project on my laptop, I can see my Avatar NPCs with those materials fine. As soon as I build and run the project on my Meta Quest 2, they become invisible. I really like the shader, so I wanna keep it and not compromise for using two different materials for player and NPC avatars. Why does it happen only when playing on the headset, and how do I fix it?85Views0likes1CommentThere's no way to download SDK 83.0.2
meta announced SDK Version 83.0.2 below, but there's no correct link. https://developers.meta.com/horizon/downloads/package/meta-xr-sdk-all-in-one-upm/ since the unity asset store's version is not updated( it's still 83.0.1), there seems to be no way to download Version 83.0.2. Also, I can't find Version 83.0.2 on Unity package manager. Why does meta announced Version 83.0.2 only on release note? I'm so confused. if anyone here successes in downloading 83.0.2, could you tell me how to do that?95Views0likes2Comments