(Unity) OVRPlayerController- How to get OVRPlayerController to move with OVRCameraRig
I'm working off the standard OVRPlayerController, which has an OVRCameraRig as its child. This is a game where I need thumbstick locomotion (which the OVRPlayerControllerProvides), but I also need roomscale movement. In other words, I need to make sure that when the player moves physically, his in game avatar should also move. Currently whats happening is that when the player moves physically, the OVRcameraRig moves with him, but the parent OVRPlayerContoller does not move. This is an issue because I need my OVRPlayerController to move with my player at all times for proper collision tracking and targeting by Hostile AI. What is the best way to achieve this? Iv'e tried a few ways to make it work but wondering what the cleanest solution is. I'll also need hand tracking for this game. Perhaps I should simply use the AvatarSDK standard avatar and make it a child of a Character Controller for thumb stick movement? thanks for the help!21KViews1like11CommentsHow to make Oculus Avatar appear personalised
Hello Everyone, We're struggling with making Oculus Avatar SDK work with Unity and Photon 2 — all works completely well except avatars appear non-personalized (white). We deliver the build through the App Lab release channels. Data Use Checkup passed and it even shows we have used them recently. Users entitle well. The app even receives components of our created version 2.0 avatars like "beard", "glasses", etc. We even tried to build a PC - version and had no luck. All-time white Avatars (non-personalized). Any ideas of how to make them work? Thank you!Solved3.5KViews1like3CommentsCustom 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!4.6KViews0likes9CommentsMust call get_signature first
I'm trying to use Oculus Avatar SDK on the Oculus Quest 2 with Unity. When I try to get the Platform User ID, I get the following error: "Must call get_signature first" I cannot find in the documentation what is the proper way to configure it in order to be able to make use of this ID. Also manually change the Avatar ID to the ones provided for testing doesn't seem to have any effect on the avatar.1.1KViews1like0CommentsSetting render queue for Avatar hands
I am having trouble adjusting the render queue of the shader used by the Avatar Touch controllers and hands. I am setting the render queue in the shader to render the hands and controllers on top of other objects in the scene, but somehow they always render behind certain objects. Is the render queue for the touch controllers and avatar hands overwritten in a script somewhere?1.5KViews0likes3Comments