Wrong Thumb Placement for Meta Avatars after Update to v38 and v40
Hello everyone, we have been using the Meta Avatars in our projects for the last few months now and after putting in some work we were quite happy with the results. However since we recently tried to update from v35.2 to v38 or now even to v40 we noticed a weird displacement in the Avatars thumbs. The thumbs or joints of the thumbs seem to be shifted towards the palm of the hand somehow ( see images for comparison) . It does not hinder the grab functionality - but it makes all hand grab poses look wrong, which renders it unusable for us. I could not find any indication where this is coming from or any way to fix this. Does anyone have an idea or a tip on how this could be solved? Additional Information: Unity 6.2 All-in-One-SDK v78 XR-Plugin: Open XR We are using an OVRCameraRig with Hands and ControllerDrivenHands. Hand Skeleton in OVR Manager: Open XR Skeleton45Views0likes0CommentsOculus 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?890Views0likes2CommentsHow 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.625Views0likes1CommentOculus Avatar launch incorrect position on Go
I am developing in Unity, followed instructions on official blog (https://developer.oculus.com/downloads/package/oculus-avatar-sdk/) and also did some digging on this issue, honestly the Avatar & Hand should just align correctly with the HMD cam instead of manually adjusting the LocalAvatar transform. Since I have to run the app to see what's changed, this becomes a pain. Any tips are welcome.628Views0likes1CommentHow 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?1.8KViews0likes5CommentsThumbstick 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?683Views0likes0Comments