Avatar2 full body and leg animations
Hey, I am attempting to use the Oculus Avatar system, which has some level of support for the full body Avatar including legs. But I cannot find any documentation, examples, samples, or posts talking about how I am supposed to set the feet/legs. I find a lot about moving the hands and head with OvrAvatarInputTrackingDelegate and OvrAvatarInputControlDelegate and writing your own AvatarInputManager : OvrAvatarInputManager to basically replay pose data onto the avatar. But I cant find anything equivalent for the legs. Does anyone have any tips or examples, or general help on this topic? Thanks2.4KViews2likes3CommentsAdd animation to Avatar in Unity
I want to use avatars from Meta SDK as NPCs in an experience that I'm developing, using some Mixamo animations to make them look more alive. However I can't find a way to add an Animator controller to the OVRAvatarEntities. Has anyone done this?4.5KViews2likes6CommentsRecord OVR Camera Rig as animation
Hi, I am wondering if there is a way to record the OVR Camera Rig (head and the two touch) as an animation. What I am trying to do is record the OVR Camera rig and use that record applied in a different scene to animate a new camera rig disabling oculus scripts in play mode. Thank you!536Views0likes0CommentsFYI - Memory Leak in Network Animator
Hey Fellow Devs; Been profiling memory, draw calls and etc. After eliminating/hitting most of my bigger leaks, I noticed a pretty constant leak coming from the Network Animator object. Now, if you are making a network game, this is kind of important, because it *will* eventually trigger a GC that'll definitely give you a FPS hiccup. It's only ~2-4K every few frames, but it adds up over a minute or two. Anyway, given that there are other known issues with Network Animator, I've basically trashed it from my project. Best work around for keeping animations "in sync" with each other is to do the following: 1. Create a SyncVar(hook="InputUpdatedX") for both your X/Y inputs for movement if you have any animations tied to these. 2. Create a "RpcTriggerSync" to keep any trigger events up to date. These didn't sync with Network Animator any. 3. Repeat step one for any other state transition types. In a nutshell, that should keep your players sync'd up, it's a bit more network traffic (actually lower than using network animator) and it keeps your players animations roughly syncronized without the pesky behavior leak. Cheers, T704Views2likes0Comments