Custom hand poses offset with Avatar SDK 29.7
When trying to use our custom hand poses in Unity, the hand position is now offset from where it was with the old avatars. The "wrist offset" variable has been deprecated and no longer used. I have noticed that other meta applications (Horizon worlds and workrooms) have had their hand poses when grabbing objects have also been removed. Before assigning resources to try to fix this issue, is there going to be a fix in a future update?477Views1like0CommentsAvatar2 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? Thanks2.4KViews2likes3CommentsMeta Avatar Hands Not Tracking
I made an Unity VR project using the Oculus Integration plugin and the OVR Avatar2 sdk. Sometimes, in build, the hands/arms of the avatar puppet don't follow the controllers pose. The controller still work, because it's possible pointing, teleporting, but the hands remain dandling, down, aside the body. Only the hands are affected by that, the head still works fine. I am not using the hand tracking, but only the controllers. Anyone had same issue?1.3KViews0likes2CommentsFailed to retrieve Avatar Specification for user id (http response code: 400)
Hi, I know that this problem has been discussed in other posts but none of them had a solution. I'm trying to create a simple multiplayer app to test some interactions. I have the needed Rift and AppLab apps. There's a build on the alpha channel with some users added for access. When the people enter to the App, the local avatar spawns correctly, but the remote one doesn't. The errors that appear in the console are the following: [ovrAvatar2 native] stats::url file transfer failed: http response code: 400 uri: https://graph.oculus.com/7413158262106467?fields=id,avatar_v3%7Bmodel.profile(rift_v04b).platform(pc).sdk_version(Avatar2%20runtime%20SDK%2020.3.0.17.0%20client%20SDK%2020.3.0.17.0).client_version(0.1.0%2B2022.3.4f1).client_name(<project_name>){url,id,creation_time,animation_set}%7D error: No error error details: trace-id: CTJBp1WJMFP [ovrAvatar2 native] specification::Failed to retrieve Avatar Specification for user id <user_id> [ovrAvatar2 manager] UserHasAvatarAsync completed the request but the result was NotFound I suppose that the last 2 errors are consequences of the first one, but I can't make it work. The related posts that talks about this problem are the following: https://communityforums.atmeta.com/t5/General-Development/Meta-Avatar-load-fails-with-Failed-to-retrieve-Avatar/td-p/1029689 https://communityforums.atmeta.com/t5/Unity-VR-Development/UserHasAvatarAsync-completed-the-request-but-the-result-was/td-p/1111501773Views0likes0CommentsAvatar SDK DllNotFoundException
I recently started working with the Avatar SDK, Platform SDK, etc in Unity 2021.3.28f1 and am constantly butting up against DllNotFound exceptions (below) Sometimes, deleting the Library folding fixes it... but I just did it again and it still happened. It can be completely random as to whether or not it pops up, and once it does it doesn't go away unless I intervene through juggling various weird solutions. The DLLs are definitely there, they definitely have the correct platforms checked... but for some reason simply refuse to load in at times no matter if I'm launching with Android or Windows as the in-editor platform. Has anyone got a sure-fire solution for this? I've seen people moving DLLs around,595Views0likes0CommentsHow to connect a Wrist UI to a Meta Avatar?
I have a wrist UI right now connected to LeftHandAnchor. Unfortunately with this, I have to give fixed offsets and sizes. How can I connect this to the Meta Avatar in a way, that I can put it above the skin of the wrist, like a smart watch and even size it according to the wrist diameter?798Views0likes0CommentsAvatar Custom Shaders not workiong
I'm trying to tune the meta avatar shading. I'm following the docs on how to use custom shaders, but except for the horizon and khronos examples, all shaders have this issue where the avatar does not seem to get animated. It just sits sideways. I think I have things setup correctly (horizon shader works fine) but as soon as I apply my own shader and material, the avatar does not get tracked/animated and lays sideways: Does the avatar material/shader need some special flag? The docs don't mention any of that. I'm using Unity URP on an LTS version. Any help is appreciated.1.3KViews0likes1CommentLoading Meta Avatars With Cross Play using Federated App Are Missing Their Heads
UPDATE (01/05/2023) As of January 5th users are being loaded via the Federated App Id but instead of missing their heads they now seem to be missing their hair. It would be funny if our product launch was not dependent on this getting fixed. UPDATE (01/03/2023) As of January 3rd Loading Avatars with Federated App Ids simply doesn't work. The User fails to load and I get the error log 'Spec Request Failed'. __________________________________ We've been experiencing problems with the Meta Avatar 2 SDK in our desktop app. I've narrowed it down to a problem with the way avatars are loaded using the federated app id, or cross play as its called in the documentation. Here are the steps to reproduce: Create a blank Unity project which allows you to load an avatar with both your app's regular app Id and its Federated App Id. Load an avatar using the federated app id: you avatar with the Federated app id, it loads fine. Now, in your Quest, edit your avatar. Now load the avatar again using your federated app id. 5. Now try loading the avatar again but this time using the regular app id... The problem persists. The avatar can be made to load correctly if you load the avatar regularly once, make a change to your avatar, save and then reload the avatar.Solved2.4KViews0likes1CommentMeta Avatars Appearing With Missing Head Or Body In The Unity Editor And On Windows Builds
UPDATE (01/03/2023): As of January 3rd 2023, Loading avatars with federated app ids simply doesn't work. Instead I get an error log saying 'Spec Request Failed'. UPDATE (12/22/2022): I've managed to narrow down this issue to something to do with the way avatars are loaded using federated app credentials. I've made a new post about this here: https://forums.oculusvr.com/t5/Unity-VR-Development/Loading-Meta-Avatars-With-Cross-Play-using-Federated-App-Are/m-p/1010823/highlight/true#M21422 As of the 16th December 2022 we have started seeing incompletely constructed avatars. The Meta Avatar SDK version we are using is 18.0. I have tried updating to 20.0 but still see the same problem. Here are some additional observations.: This does not occur on a Quest build. It happens in the Unity Editor or in a Desktop build. The problem sometimes resolves itself after I make a change to my avatar's look in settings, save the changes and then try reloading the avatar. The problem does not resolve itself by re-loading the user. If a user has the problem, it persists each time the avatar is loaded. Mostly the avatars head is missing, and occasionally only the hands of the avatar entity's LOD4 is visible: Help would be greatly appreciated as it is impossible to launch our product with Meta Avatars if this is not resolved.2.8KViews0likes3Comments