The phalanges are driving me mad!
Hi all, I'm trying to add a simple sphere collider at the hand joint : index tip. so i thought this would be easy in the documentation i found the accessor function gethandtransform(), so i grabbed the gameobject of this transform tried to add the sphere collider..... and no luck. next step i tried to create a game object at the point, set its parent to the gethandtransform, set its position ect ect and still no luck, then i spotted that in the hierarchy that the object right hand is disabled. how can i achieve what i want to do ?1.4KViews0likes5CommentsFirewall rule sets
Hi, I am currently developing a multiplayer VR Experience in Unity with Oculus SDK Integration. Our company has some strict Firewall settings and I need to tell our IT department IP Addresses ports and protocols for new rules sets. My current issue is, that I cannot use the Oculus store, friend list and the SDK is not able to load the custom avatars via ID from the Oculus servers. We already implemented some rules. We already set IP range 31.13.84.xxx TCP / TLS and 69.171.250.48 but still seem to be missing something. My app only loads the default avatar but not the customisation. Everything works when using a normal Internet connection, so its definitely our IT's firewall fault. It would be nice to get an exhaustive list of IP addresses and Ports to open, that I can send to our IT department to properly use all Oculus services. Best7.5KViews2likes5CommentsPink Oculus Avatars in Universal Render Pipeline Solved with New Asset
Hello fellow VR pioneers! Like a lot of others, we wanted to use Oculus Avatars with the Universal Render Pipeline, but as many of you know, this was not possible, so we set out to work. After weeks of development we're finally ready to release our shaders for Oculus Avatars on Unity Universal Render Pipeline. We love VR, and we love the sense of presence that Oculus Avatars bring to us developers. https://youtu.be/j2CfxkKXmc4 TLDW you can find the asset here: https://coskami.com/avatars Happy to answer any questions about this. we hope this helps!2.7KViews2likes2CommentsApp Lab: How to load personalized Avatar for Rift or Go user without App Grouping support?
SUMMARY Unable to retrieve personalized Oculus Avatar & profile info for users on other Oculus platforms. CONTEXT We currently have our social application deployed in the Rift and Go stores. In our application, users record a “Story” which consists of recorded user voice and avatar pose (like instagram stories but with 3D avatars). Our Rift and Go apps exist within a shared App Grouping but because AppLab does not support App Groupings, it is not part of this group. For Rift and Go, cross platform functionality works as expected. Users on Go are able to see Stories (and avatars) created by users on Rift and vice versa. When we try to load an Avatar within our AppLab version using the userID of a user from Go or Rift it fails. This is expected because userID is application specific (or apparently AppGroup specific since it's working between Go and Rift). The problem is that the Avatar system doesn’t seem to support loading personalized avatars using an “Org Scoped ID”--it requires a userID specific to that app or App Group. For our AppLab version, we don’t have locally scoped userIDs for our Rift and Go users (since they’ve never launched our AppLab version) so we are unable to load their avatars or fetch their profile info. This makes it impossible for us to display user Stories in our AppLab version that were authored by users in either our Rift or Go version. We take cross platform support very seriously and want users to be able to interact with each other regardless of which Oculus hardware they use. Additionally, we have a wealth of user-generated content from our existing Rift and Go users that we need to be able to serve to our new Quest users. BACKEND When a user creates a Story, we save their avatar animation, voice, and userID to our backend. This data can then be loaded by another user (on Rift or Go) where the userID is used to load the correct personalized avatar which we apply the recorded animation and voice to. QUESTION Is there a way for us to load personalized avatars & retrieve profile info within our AppLab version for users that have only ever used our Rift or Go version? Additionally, is there any intention to allow AppLab to work with App Groupings in the future since we still have the inability to support cross-platform matchmaking pools. Appreciate anyone's help with this issue or clarification on Platform/Avatar service permission boundaries in advance. Thanks!2.5KViews2likes3CommentsCustom Oculus Avatar Mesh on Unity
I am using the following documentation to load a personalized avatar into my unity project: https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-sdk-unity/ We have followed steps 1-4 on this documentation, including creating an oculus app id and pasting it in both the OculusAvatars and OculusPlatform. I am running into two issues: 1. The "PlatformManager.cs" already exists in the project (it is included in the OvrAvatar folder) 2. When I use a unique name like "PlatformManager1.cs" and continue the remaining steps, my personalized avatar does not load, the standard blue avatar remains. The only console error I get is "Unrecognized message type: 78859427" Am I doing something wrong? Is there an updated guide for including the personalized avatar in Unity? Please help!4.5KViews0likes9CommentsExpressive Avatars: Lipsync, VoIP and Android Mic permissions
Hey folks, I'm sure you've seen the latest updates to Oculus Avatars, which introduced OVRLipsync driven mouth movement, eye gaze simulation and micro-expressions. I wanted to flag something we came up against while we worked on this update, in case it was causing issues with folks building multiplayer Quest and Go experiences. Android only allows access to the microphone from a single process. This wasn't an issue when networking avatars previously, as the mic input wasn't being used. But with the expressive update, we specifically need to run the mic through the OVRLipsync plugin to generate blend-shapes and drive the mouth shapes. Trying to hook up the mic to both VoIP and Lipsync therefore causes an inevitable race condition. The loser gets a bunch of zeros. So either there's no networked audio, or no blend-shapes. :disappointed: Fortunately, Oculus VoIP and Photon both have an available workaround, in the form of the ability to relay the mic buffer using SetMicrophoneFilterCallback() (for Oculus VoIP) as documented here: https://developer.oculus.com/documentation/platform/latest/concepts/dg-cc-voip/ We're in the process of documenting the specifics of how this can then be wired up to Lipsync and Avatars in more detail, but in the meantime, please refer to Social Starter in the Avatar SDK Unity samples, which has implemented the Avatar / Lipsync / VoIP stack correctly.4.6KViews3likes7CommentsLipSync requires yelling in Unreal
When running the AvatarSample project in Unreal, in order to get the lipsync of the avatar to trigger, I have to speak really loudly. I see that `SilenceDetectionThresholdCVar->Set(0.0f)` in the code, so I don't know what is wrong. When using my avatar in Oculus Home, the lipsync works fine so I know it is not a problem with my microphone. How can I fix this? Unreal: 4.25.1 (tried on oculus source as well as epic binary) Oculus Avatar Plugin: 1.36.0 Oculus Plugin: 1.44.0 Environment: Windows 10 x641.7KViews1like3CommentsUniversal Avatar
Does anyone else find it odd that you can't utilize the same Avatar throughout all games built on the Oculus platform? It is baffling that I have to create a new avatar in each game where the options and design are completely different. I'd like to exist as one Avatar no matter which game I'm playing, and possibly have some options to customize the outfit of that same avatar per game. It would lend a much more consistent experience, in particular as my friends and I travel between apps together while in a party.1.3KViews0likes2CommentsAvatars showing up as default grey models instead of custom avatars
I am using Oculus Integration with Unity but cannot see any custom avatars. In the avatar sample scene provided with the package, all the avatars are showing up as the default grey models. I am a new developer with Oculus Quest and as such am not sure if I am missing a step or am supposed to setup something beforehand. I would appreciate if anyone knows of a solution or can help me solve this problem.800Views0likes0CommentsOculus Avatar Issue in Quest Application
Hi All, We are developing quest application with Oculus Avatar in unity editor. We tried with test avatar IDs which we got from oculus avatar manual, But avatar is not loading properly.Its loading as white default avatar. Please let us know about Oculus avatar support(personalized avatar & default test avatar) for quest application. Unity Version : 2019.3.3f1 Oculus SDK Version : 1.47 Thanks.1.4KViews0likes2Comments