Custom Preset Avatar models
The Meta Avatars SDK includes 32 preset avatars that can be used OOTB. I extracted the PresetAvatars_Quest.zip file from the SDK and saw a bunch of .glk files. However, it looks like the model files are in a customised format after I probed with the file utility: "Zstandard compressed data (v0.8+), Dictionary ID: None". GLK files exported from Ready Player Me don't load at all. How can I create my own preset avatar models?1.5KViews7likes0CommentsMeta avatar 2 multiplayer
Hello everyone. I'm trying to use the new meta avatars in multiplayer but I struggle with implementation. I tried with Photon Pun 2 and the sample scene "network loopback" but I'm unable to achieve proper networking. Has anyone achieved multiplayer with the new avatar sdk or know a documentation or tutorial I can use to make it work? Thanks a lot.23KViews5likes42CommentsModeling NPCs using Meta Avatar SDK
According to the Meta Avatar SDK documentation: "We encourage using avatars as NPCs as a way to help virtual worlds feel more alive in single and multiplayer experiences. Consider using the SDK-provided presets as a diverse set of characters for this purpose. Known issues: Recorded animations played back using the Avatars streaming interface may break with updates to Avatars content or to the Meta Avatars SDK. We are currently exploring alternative animation solutions to better support this use case in the future." I'm trying to model NPCs using the Meta Avatar SDK and have found very little support in terms of documentation or samples that demonstrate: How to make an avatar look at a target How to create and apply animations (other than recording 1st person avatar movements and playing them back on an NPC) NPC movement, perhaps along a NavMesh Building custom avatars (as opposed to using one of the presets) I'm happy to work from scratch and share my results but don't want to replicate work done by others. Thanks!1.6KViews4likes2CommentsChange Meta avatar transparency
Hello, I want to make a remote Meta Avatar fade in and out. I can't find a way to make the avatar transparent. I can't find a way to access the mesh render and change the alpha channel. It must be possible as in the documentation they put best practice to fade in the avatar on loading:3.1KViews3likes5CommentsMeta 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.1.5KViews3likes1CommentBUG in Oculus GO with Avatar SDK not showing OPENGL NATIVE PLUG-IN ERROR
Hello Oculus community, i just found out that in Unity 2018.2.14f there is a bug with Avatar SDK, when you open the cross platform sample scene in the oculus integration pack, in the oculus go you wont see the avatars, if you set the textures to ASTC they will appear shortly and then disappear , but the hands will be showing. In the logcat i get : OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_VALUE: Numeric argument out of range and Graphics.CopyTexture with a region will not copy readable texture data for compressed formats (source texture format 50) I am going to test Unity 2018.3 beta to check if it works, if anyone has any idea whats happening ...2.1KViews2likes5CommentsFacing error using NetworkedAvatar (38.0.1) with Custom Matchmaking
I am facing an error when adding [Multiplayer Block] NetworkedAvatar (ver. 38.0.1) into the scene. The error is associated with a script which seems to be missing from package. The error is triggered in AvatarEntitiy.cs (line 173). var animationBehavior = GetComponent<OvrAvatarAnimationBehavior>(); animationBehavior.enabled = true; I also tried installing 35.2.0 but getting other errors. I believe the AvatarEntity code is built on some older version of AvatarSDK which earlier had class OvrAvatarAnimationBehaviour.Solved93Views2likes5CommentsOculus Meta Avatar unable to load second time after scene change without close app
Hello All, I am trying to load Avatar from CDN. First-time avatar loading successfully. But changes the scene and tries again avatar getting below error log in response of OvrAvatarManager.Instance.UserHasAvatarAsync(xxxxxxxxxxxxxxxx). Unable to send avatar status request for _userId : xxxxxxxxxxxxxxxx Try First and Seconds time getting status log user-related: - GetUserLogged success Does anyone face an issue on loading seconds time meta avatar?Solved2.7KViews1like3CommentsHow 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!Solved3.5KViews1like3Comments