Meta 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.2.8KViews0likes3CommentsOpening Oculus Dash with Desktop from Game
In our games, we sometimes need players to interact with the desktop (e.g. after opening a Website in the OS browser to let the player interact with privacy settings only available via a Web interface). With SteamVR, we can open the in-VR dashboard with the desktop view via by using a simple API call: OpenVR.Overlay.ShowDashboard("valve.steam.desktop"); What this does is: a) show the SteamVR in-VR dashboard (that's equivalent to pressing the system button), and b) activate the desktop overlay. Is something like that also available when using the Oculus native SDK? I have tried finding it in the documentation but wasn't able to. If this is not possible, yet, could you please add this? We'd like to offer the same features both when using SteamVR and when using Oculus natively.1.1KViews0likes2CommentsRunning Stand alone & Unity editor instance together for multiplayer testing.
I'm working on a multiplayer game and I would like to find a way to deploy a standalone version that does connect to the oculus rift and the unity version that doesnt. Currently when I run both stand alone and Unity editor, only one will run at a time. The other freezes until the app is clicked, then the view from my oculus rift switches to the other view. I'm sure I can simply just remove the OVR components and add a new camera but I was seeing if there was a better solution.921Views0likes1Comment