NPCs 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?45Views0likes2CommentsAccessibility 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.125Views1like0CommentsAvatar 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?54Views0likes1CommentThere'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?76Views0likes2CommentsMeta Avatar NPCs
Last year Meta added a feature to Horizon worlds that allows users to create NPCs in their worlds I’m wondering is there a way to create NPCs using the Meta Avatar SDK in unity and I mean customisable NPCs not the presets in the package. Would appreciate any help on this.10Views0likes0CommentsNew patented solution how to control full-body avatar movements by Meta Quest 3
Our PAO-XR startup helps to settle associations between the end-user body gestures language and switching different types of full-body avatar movements animations. All associations are stored in the end-user's personal DB on his mobile or desktop device. So entire on-line interaction between the end-user and his avatar demands only a MOCAP device like Meta Quest 3 ( in spite of absence low-body MOCAP) and a standard mobile device. To implement the pilot project, we are seeking partners with developers of their own virtual simulations, focusing on full-bodied avatars controlled by end users (players) using the Meta Quest 3 suite, including mobile apps. For these interested developers, we are willing to invest in the implementation of our technology in their applications. For more details, please see our promo demo on our PAO-XR.COM website.50Views1like0Comments[Building Blocks]Networked Avatar not casting shadows
Hi everyone, I am developing a multiplayer VR game using Unity and Meta Building Blocks. specifically the [BuildingBlock] Networked Avatar for player representation. The Goal: I need the avatars to cast real-time shadows on the ground when illuminated by scene lighting to enhance presence. The Issue: When I build the APK and run it on Meta Quest 2, the avatars receive lighting (they look lit), but they do not cast any shadows on the environment. Environment Details: Unity Version: 2022.3.26f1] Meta Avatars SDK Version: 40.0.1 Render Pipeline: URP (Universal Render Pipeline) Target Device: Meta Quest 2/Meta Quest 3 Settings I have checked: I am using the [BuildingBlock] Networked Avatar. The Directional Light in the scene is set to Realtime (or Mixed) and Shadow Type is set to Soft/Hard Shadows.The ground object is set to "Receive Shadows". My Question: Is there a specific setting within the Building Blocks configuration or the Avatar shader that I need to enable to force the Avatar to cast shadows on mobile builds? Or is this a limitation of the default material used by the Networked Avatar block? Any advice would be appreciated. Thanks!22Views0likes0CommentsAvatar SDK menu open suddenly stopped working....?
I have several apps using the Meta Avatar SDK v35.1. We render users as full body avatars and offer a button that opens the avatar customization menu in the app. The button runs this line: AvatarEditorUtils.LaunchAvatarEditor(); This has been working well and then suddenly some time recently it just stopped doing anything. It now seems to be a total no op. Has anyone else experienced this? Why is this command not working anymore?19Views0likes0Comments