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 Skeleton50Views0likes0CommentsOvrAvatarPacket 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?914Views0likes2CommentsPlease 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:)3.3KViews3likes13CommentsCan 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?1.6KViews0likes6CommentsHow 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.646Views0likes1CommentOculus 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.643Views0likes1CommentAvatar 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." :(2KViews0likes12Commentshelp me make my locomotion system work please!
I'm attempting to implement an Oculus Avatar (tracked hands, tracked head) which can also be moved by thumbstick movement. The player should be able to use either the thumbstick or roomscale movement to move his virtual body around the game world. I have it working well like so: OVRPlayerController OVRCameraRig Tracking Space OVRLocalAvatar except for one problem: As the player physically moves, the OVRPlayerController does not move with it, which essentially means you can walk away from your own body. How can I keep the OVRPlayerController following my OVRCameraRig?631Views1like0CommentsHow 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?1.8KViews0likes5Comments