Other players avatars not showing up in Rift Application.
Dear Devs, My app has Rift and Quest support. I've created two applications in dashboard, one for Rift and one of Quest. I've also pasted the app IDs in the Platform and Avatars Settings file in Unity. Added a sample build to Rift application and Quest application and uploaded the build, added test users oculus email ID. The same oculus email ID is being used for the login inside Unity as well. I'm getting the blue default avatar instead of the user's avatar in the Rift Application. Please let me know how to resolve this. I've also added the Data Usage Checkup => Avatars, User Profile and User ID. Please let me know if anybody has resolved this issue.Solved3.7KViews1like11CommentsIs the avatar sdk compatible with non VR mobile Android?
I'm working on a cross-platform VR/PC/mobile application, and I'm considering using the Meta Avatars SDK to implement user avatars. For non-VR users, I would use avatar presets. Does the Avatars SDK require being built on a VR platform?720Views1like1CommentHELP: META Avatar networking
Hi all, I am trying to create a multi-user app in Unity for Quest 2 using the Oculus SDK and the META avatar SDK for avatar representation. I am currently stuck in the networking step. Here are two options that I am trying at the moment: 1. Using OSC to pass Transform data from local to remote avatars, but for some reasons the visuals are not moving even if the transforms are updated. This seems to be linked to the way data is passed to META avatars, but I haven't identified the issue. 2. Using Photon to pass out avatar data from local to remote avatars. This seems to be the most popular option from what I have found online, but I struggle to understand it and make it work. Besides, using Photon requires the internet and probably adds significant latency ? I'm going to give myself one more week to try and solve this issue using the Meta SDK, but eventually if I don't find an issue I will switch to another avatar package. Any resources are welcome, such as tutorials or good courses on multi-user unity apps or places to get help ? Thank you in advance !2.2KViews2likes2CommentsMeta Avatars: how to feed custom input?
Hi, I'm prototyping with the new Meta Avatars system and am using the SampleAvatarEntity script to instantiate fake avatars. I'd like to replay head pose, controller states, and/or hand states (positions) in order to drive these avatars from pre-recorded data in my scene. Using SampleInputManager (included with the avatar examples) as a starting point, I assumed all I had to do was provide my own InputTrackingDelegate, InputControlDelegate, and (for hand tracking), HandTrackingDelegate. I started with this, feeding in fake controller inputs and marking the controllers as active but it has absolutely no effect. The avatar spawns in t-pose and does nothing. public class ReplayAvatarInputManager : OvrAvatarInputManager { protected void Awake() { } private void Start() { if (BodyTracking != null) { BodyTracking.InputTrackingDelegate = new ReplayInputTrackingDelegate(); BodyTracking.InputControlDelegate = new SampleInputControlDelegate(); } } protected override void OnDestroyCalled() { base.OnDestroyCalled(); } } public class ReplayInputTrackingDelegate : OvrAvatarInputTrackingDelegate { public ReplayInputTrackingDelegate() { } public override bool GetRawInputTrackingState(out OvrAvatarInputTrackingState inputTrackingState) { inputTrackingState = new OvrAvatarInputTrackingState(); inputTrackingState.headsetActive = true; inputTrackingState.leftControllerActive = true; inputTrackingState.rightControllerActive = true; inputTrackingState.leftControllerVisible = true; inputTrackingState.rightControllerVisible = true; inputTrackingState.headset.position = Vector3.zero; inputTrackingState.headset.orientation = Quaternion.identity; inputTrackingState.headset.scale = Vector3.one; inputTrackingState.leftController.position = 2*Vector3.one; inputTrackingState.rightController.position = Vector3.one; inputTrackingState.leftController.orientation = Quaternion.identity; inputTrackingState.rightController.orientation = Quaternion.identity; inputTrackingState.leftController.scale = Vector3.one; inputTrackingState.rightController.scale = Vector3.one; return true; } } The delegate method is called, I've confirmed, but the data it returns is not being used. What am I doing wrong? I've made sure to connect this ReplayAvatarInputManager behavior to the Tracking Input property on SampleAvatarEntity. Thanks, Bart9.1KViews0likes14CommentsMeta Avatar Joint Transforms Are In Incorrect Position After Calling LoadUser() Again.
I think I've found a bug in the meta avatars sdk version 17.2. After calling LoadUser() on an avatar entity that has already been loaded before(which may happen if you'd want to update an avatar's look), the transforms Joint Head, Joint LeftHandWrist and Joint RightHandWrist stop being in the correct positions and simply fix themselves at 0, 0, 0. Here are the steps to reproduce it: In a blank scene add a AvatarSdkManagerHorizon object and a empty gameobject with a SampleAvatarEntity component. Set the SampleAvatarEntity's BodyTracking input to be the AvatarSdkManagerHorizon's SampleInputManager. Add some code in the SampleAvatarEntity which will enable you to call LoadUser() in runtime. Ensure you have UseStandalonePlatform checked in your OculusPlatformSettings so that your own avatar loads. Connect your headset with Quest Link and run the scene to let your avatar load. In the hierachy see how the Joint Head is in the correct place. Now manually call LoadUser() and see how Joint Head is no longer in the correct place.1.5KViews3likes1CommentMeta Avatars Full Body Manifestation not showing
Hello, I have a question regarding the new Meta Avatars SDK that recently came out. I wanted to ask how can I use the full manifestation for an avatar? In the Unity inspector, when I change the Active Manifestation to Full, the avatar just disappears. But the skeleton contains all the bones including the legs. So please guide me on how I can use the full body. Thank you4.5KViews0likes6CommentsDefault Avatars are showing instead of user's avatar in Rift App
Dear Devs, My app has Rift and Quest support. I've created two applications in dashboard, one for Rift and one of Quest. I've also pasted the app IDs in the Platform and Avatars Settings file in Unity. Added a sample build to Rift application and Quest application and uploaded the build, added test users oculus email ID. The same oculus email ID is being used for the login inside Unity as well. I'm getting the blue default avatar instead of the user's avatar in the Rift Application. Please let me know how to resolve this. I've also added the Data Usage Checkup => Avatars, User Profile and User ID. Please let me know if anybody has resolved this issue. Thanks.942Views1like0CommentsXR Controller (Action-Based) not tracking When "Oculus" Plug-in Provider enabled
I need to enable the following "Oculus" Plug-in Provider in order to use the Avatars SDK and use Meta's avatars: But I'm also trying to use the XR Interaction Toolkit because I find it better than the Oculus Interaction SDK and I want to make it easier to support other headsets in the future. I can get Device Based XR Controllers to work fine but Action-Based Controllers aren't tracked unless I use the OpenXR option above, but that causes the Meta Avatars to not work. It's recommended to use Action-Based so I don't want to put Device-Based Controllers in. Does anyone know if it's possible and what steps to take to use XR Interaction Toolkit Action-Based Controllers and still have Meta Avatars work?1.3KViews0likes0CommentsAvatars2 SDK body tracking is not working.
The problem is similar to this: https://forums.oculusvr.com/t5/Unity-VR-Development/Quests-hands-tracking-is-not-working-in-Unity-editor/td-p/997176 except now I have it with Avatars SDK 18.0 - body and hands tracking is not working in clean project with Avatar2 SDK integrated. Face and eyes tracking works. No errors except a few warnings. I tried it in some custom scenes and in the samples from Avatar SDK - all the same. Quest Pro Unity 2021.3.14f1 Latest Windows 11 Oculus Integration v46 Oculus app from public test channel.1.3KViews0likes0Comments