Please update the Unreal Oculus Platform SDK Sample Project
The Oculus Platform SDK Sampel Project for Unreal Engine (which you can download here https://developer.oculus.com/downloads/package/oculus-platform-sdk/) is not working. Direct Connection: I can connect via OculusID.oculus with a listen server, but pawn movement of the client is not displayed on the server. Probably some authority problem. No clue where authorities are managed here. Connection via Oculus: Creating a Session works and the client friend can click on the server-friend's created session to join. When clicking Start Session nothing happens. Sometimes one or both players are getting kicked out, the status messages show different things for both connected players, it is not possible to invite a friend to the session and destroying sessions does not work. VoIP does work sometimes. And please work with Unreal to create the missing SDK Blueprints: A lot of SDK features are currently only for C++, please add these as blueprints. Also, Avatar SDK in combination with multiplayer... Also a in depth guide on how to do all the Oculus SDK things and a tutorial for a fully working sample game with every SDK feature in it would be amazing. Maybe Unreal could provide a template to download. I love you guys at Oculus and Unreal, but please help the UE4 VR devs a bit more in creating amazing multiplayer experiences:)3.3KViews3likes13CommentsMeta Avatar v.29 Animation Locomotion
Hi all, I'm using the latest avatar SDK and I want to set up a local third person avatar with animated legs. I looked at the NetworkLoopbackExample sample scene, so I added the OVR Animation Behaviour script to the local avatar. However, the legs don't animate, they just stay still. Is there a way to make them move? Thanks in advance for any help.Solved2.3KViews0likes18CommentsAvatar SDK support in Unreal? (Two queries)
I have two queries regarding Avatar SDK support in Unreal: 1. I noticed Unity already has Avatar support for gearvr: https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-gsg-unity-gearvr/ However I don't see a corresponding option for Unreal in the documentation :( Is it planned? If so if there a rough ETA? 2. When will Blueprint support will be added for Rift Avatars?: https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-gsg-unreal/ "Note: Oculus Avatars for UE are for C++ projects. A blueprints version is not available at this time." :(2KViews0likes12CommentsHow to integrate OVROverlay and Avatar SDK correctly
We are using OVROverlay Underlay Cubemap as skybox. Today we are integrating Oculus Avatar SDK. We found that Avatar was overdrawn by Cubemap and became completely invisible. Disable OVROverlay, we can see Avatar works fine. How do I put OVROverlay under Avatar?1.8KViews0likes5CommentsFailed to poll initial positon, no head position found
Hello, I created a blank project in Unity 6000.0.37f1 and dowloaded the latest version of Meta All in One (v72) and Meta Avatars(v33). i just created a blank scene and added all the building blocks necessary for tests the new avatars (camera rig, virtual hands, passthrough, auto matchmaking and avatars). the project is correctly connected to an app on the store and the avatar spawn correctly, but after the spawn i got this two error: -[ovrAvatar2] OvrAvatarBodyTrackingMode.Standalone is deprecated, please use OvrAvatarBodyTrackingMode.None instead and set the InputTrackingProvider, InputControlProvider, and HandTrackingProvider properties of the OvrAvatarInputManagerBehavior MonoBehavior on the OvrAvatarEntity prefab/instance. this one as the debug say i just changed the tracking in None and it look fixed. -Failed to poll initial positon, no head position found UnityEngine.Debug:LogError (object) Oculus.Avatar2.MecanimLegsAnimationController:PollInitialPosition () (at Assets/Samples/Meta Avatars SDK/33.0.0/Sample Scenes/Scripts/LegsNetworkLoopback/MecanimLegsAnimationController.cs:624) Oculus.Avatar2.MecanimLegsAnimationController:UpdateState () (at Assets/Samples/Meta Avatars SDK/33.0.0/Sample Scenes/Scripts/LegsNetworkLoopback/MecanimLegsAnimationController.cs:280) Oculus.Avatar2.MecanimLegsAnimationController:Update () (at Assets/Samples/Meta Avatars SDK/33.0.0/Sample Scenes/Scripts/LegsNetworkLoopback/MecanimLegsAnimationController.cs:238) i lost two days for understand what is happening but still i didn't understand the problem. can you guys help me?Solved1.7KViews3likes7CommentsCan I use avatars without passing a concept review?
I understand I can upload a build to the Quest via USB. I also understand that the Oculus Avatar SDK will *not* work unless the app passes entitlement, and the only way to do that is to have the app come from Oculus' online service (typically Alpha channel at first). So what I'm afraid of is that it is impossible to run code that uses the Avatar SDK (that is, code that shows the Oculus avatars) unless Oculus gives the OK via a concept review. Is this true or is there some reasonable solution I'm not aware of?1.6KViews0likes6CommentsOvrAvatarPacket size
Hi, I began using the Avatar SDK and I'm sending OvrAvatarPackets accross the network. I noticed that this packet size is sometime reaching 340+ bytes... With the recommended 1200bytes per-packet limit how can, let's say a 4 players game, with others entities, fit into that limit (4*340=1300+)? What are the compression methods used (smallest three, etc...)? With a custom system, I managed to reduce a unique player packet size to 48bytes, should i use the built in avatar packet system or not?1.1KViews0likes1CommentOculus Avatar Sdk for Unity
Hi. Im trying to figure out how Oculus Avatar SDK works. For testing im using Oculus Quest. The problem is - I cant get user ID, which i need to load his/her own avatar of Oculus account. Here is part of code: Oculus.Platform.Users.GetLoggedInUser().OnComplete(OnGetLoggedIdUser); private void OnGetLoggedIdUser(Message<User> message) { if (!message.IsError) { Debug.Log("========ID of User========"+message.Data.ID.ToString()); } } But message has error, which says "The user isn't signed in or their account state wasn't in a recoverable state." What i should do to fix this?910Views0likes2CommentsThumbstick movement + hands?
Hey all, I've been using the sample scenes in the oculus framework for my project. As we have a somewhat large area to cover with movement and we don't have the space to do a lot of room scale movement, I wanted to have a solution where I control the movement with the thumbstick but still have hands that can grab and interact with things. How do I do this? I've been using the avatarwithgrab scene and the outdoor movement scene as a basis, and I tried having a playercontroller parent with a localavatar child... Problem with that is that while the hands work fine, moving around is annoying as the controller parent includes a unity-given character controller that has a capsule collider. That capsule collider stays in the midle position within the player bounds while the entire parent, with the player and bounds included, moves. So often you'll be at a different place and still get collisions over nothing or be able to move into something because the collider isn't attached to the player, just the player bounds/parent. How do I have a collider attached to the player that moves with the player as their position is tracked while still being able to move the whole thing with the thumb stick?700Views0likes0CommentsHow to get a model of only the index finger?
In my app, I would like to enter a "selection mode" by pressing where you can raycast from your finger to an object and select points on the object. My issue is that it's annoying to select with your index finger on the standard hand because it's very easy to accidentally touch a trigger and contort the hand model and screw up the raycast direction. My question is, how can I get only the model of the normal, extended index finger? I want to press a button, enter "selection mode", and then have a static model of the index finger that can't be closed or contorted in any way.645Views0likes1Comment