Avatars SDK for UE 5.6?
Hello, We are developing a VR experience in which people can meet in a virtual space. Using Meta Avatars would be great for optimisation purposes (compared to MetaHumans). If that's not possible, what VR character models are you using? The robot mesh with no legs in the Collaborative Viewer Template isn't ideal for our purposes. Ideally, we would like human characters with different hair colours, arms, legs and outfits.49Views0likes4CommentsColocation with Networked Avatars
I'm using building blocks to test colocation and network avatars, The colocation part of the app works. But there is an issue with network avatars, Issue: When the second device joins via colocation the player spawns at (0,0,0) with avatar, But after the camera rig adjust itself to the spatial anchor the player(camera rig) goes to the location but the avatar still remains at the initial position. I have tried finding the "LocalPlayer" gameobject and repositioning it after some delay but it still remains at the same place.Solved48Views0likes2CommentsMeta Avatar hand diverges from SyntheticHand only while grabbing (controller mode, OVR Plugin path)
I’m seeing a consistent mismatch between the Meta Avatar hand and the SyntheticHand only during grabs. In normal/idle updates they stay perfectly aligned; as soon as I grab a HandGrabInteractable the Avatar hand no longer matches the SyntheticHand pose (fingers/ curl differ and there’s a small offset), as shown in the attached screenshot. # Environment Unity 6.2 (URP) Meta XR SDK v78 (rolled back to OVR Plugin path; OpenXR package removed) Meta Avatar SDK 40.0.1 Using the Sample Input Manager ControllerDrivenHand model (controller mode) Tested on Quest 2/3 # Repro steps Use controller mode with ControllerDrivenHand. Add a HandGrabInteractable that has a valid HandGrabPose. Press to grab. Result: the SyntheticHand snaps to the correct grab pose (position + joint curls), but the Meta Avatar hand shows different finger bends and a slight transform offset. # Expected During a grab, the Meta Avatar hand should follow the SyntheticHand joint overrides exactly. I’m not developing a hand-tracking-only game, but rather a controller-based game that uses a Hand Model. Therefore, it’s important that the system supports ControllerAndHand type input as well, not just hand-tracking. # What I’ve tried Referred to this repo: sigmondkukla/interaction-sdk-avatars2-integration → It uses Meta Avatar SDK v35, and hand-tracking mode works perfectly with correct hand poses. → However, controller mode is not supported in that sample, so I couldn’t verify the same issue there. Switched from OpenXR Plugin to OVR Plugin due to repeated compatibility and pose desync issues. I’d really appreciate guidance or a minimal sample that demonstrates correct synchronization in this setup. I can share logs or a small repro project if helpful. Thank you!65Views0likes3CommentsMeta 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.Solved2.2KViews0likes18CommentsFailed 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?Solved1.6KViews3likes7Comments