Meta 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.1.3KViews0likes0CommentsHow to detect if a user doesn't have a Meta Avatar or if they have been assigned a default avatar?
I am working with the Meta Avatars SDK and can't find any way to detect if a user doesn't already have a Meta Avatar, and as part of this I can't find a way to detect if the user has simply been assigned a default avatar. I have the ability to let the user open the customise avatar menu via a deeplink call, but no way to detect if I should tell the user to create an avatar first time if they don't have one?Solved1.5KViews0likes1CommentWrong avatar showing
I am working through the Meta Avatars setup and running the Mirror sample app. I am testing on two devices and both are showing the avatar below. The avatar in the image looks nothing like the avatars tied to the accounts in my headsets. Can you please let me know how to get the headsets to load the proper avatar for each user?803Views0likes0Comments