Meta 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.23KViews5likes42CommentsMeta Avatars Full Body Manifestation not showing
Hello, I have a question regarding the new Meta Avatars SDK that recently came out. I wanted to ask how can I use the full manifestation for an avatar? In the Unity inspector, when I change the Active Manifestation to Full, the avatar just disappears. But the skeleton contains all the bones including the legs. So please guide me on how I can use the full body. Thank you4.5KViews0likes6CommentsHow 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!Solved3.5KViews1like3CommentsChange 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:3KViews3likes5CommentsMeta 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.2.8KViews0likes3CommentsOculus 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?Solved2.7KViews1like3CommentsAvatar apply stream data error: "ovrAvatar2Streaming_DeserializeRecording failed with NotFound"
Hi I am trying to synchronize avatar poses over the network. For this I send the byte array I get from OvrAvatarEntity.RecordStreamData_AutoBuffer(lod, ref tempArray); When I try to apply this to the avatar with OvrAvatarEntity.ApplyStreamData(in slice) I get the error: "[ovrAvatar2 OvrAvatarAPI_Streaming] Operation (ovrAvatar2Streaming_DeserializeRecording) failed with result (NotFound)". This seems to be because the result returned from this external call ovrAvatar2Streaming_DeserializeRecording(entityId, sourceBuffer, bytes) to the oculus api on line 87 in OvrAvatarAPI_Streaming.cs is NotFound. Does anybody know what this result code means or what could cause it? As far as I can tell my byte array gets transferred correctly and the entityId is set as well.2.6KViews1like3CommentsMeta Avatar Has No Head When Viewed From 2nd Camera
I have created a 2nd camera in my scene so that I could stream the view out to a server but my avatar is rendered without a head. Is there any way to force the Oculus Avatar2 to also create the head? I've been searching for options in the Oculus code but haven't found anything obvious. Thank you for any suggestions.Solved2.5KViews0likes6CommentsLoading 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.Solved2.4KViews0likes1CommentOculus Avatar skin/hands is not transparent
Using Unity 2019.2.5f1 I cannot get the Oculus Avatar hands/skin to render semi-transparent the way they used to. They render solid opaque grey. This problem is both for Oculus Rift and Quest. I am focusing my testing on Rift because it was always working fine in my previous development, whereas I am just getting going on Quest. I have tried both the legacy renderer in Unity and also the LWRP (URP). I am testing on the LocalAvatar scene in Oculus/Avatar/Samples (and I have tried other test scenes). With Clean install of Unity and Oculus and Sample Framework etc. OvrAvatar has an option "Use Transparent Render Queue". This is ON (and Unity restarted as required). Details: Unity version: 2019.2.5f1 Oculus Desktop plugin: 1.38.3 (also tried 1.38.2) Stereo Render Mode: Multi-pass I am having the same problem in Unity 2018.3.8f1 Suggestions anyone???2.2KViews0likes2Comments