Why does the Oculus Lipsync for Unity Plugin not support the Ios App Store?
I built an Ios App of Oculus LipSync through Unity,but it won't be available in the IOS App Store. Why does the Oculus Lipsync for Unity Plugin not support the Ios App Store? Now is there a version that supports Ios App Store?3.8KViews0likes5CommentsUnity Oculus LipSync Demo is not available on the Ios App Store
Hi,all I built an Ios App of Oculus LipSync through Unity,but it won't be available in the IOS App Store. And it replied:ITMS-90426: Invalid Swift Support - The SwiftSupport folder is missing. Rebuild your app using the current public (GM) version of Xcode and resubmit it. What is the cause of this problem? And how can I fix it? I hope to get some advice and help. Thanks.1.3KViews0likes1CommentWhy does the Oculus Lipsync for Unity Plugin not support the Ios App Store?
I built an Ios App of Oculus LipSync through Unity,but it won't be available in the IOS App Store. Why does the Oculus Lipsync for Unity Plugin not support the Ios App Store? Now is there a version of Oculus LipSync for Unity that supports Ios App Store?1.6KViews0likes0CommentsWhat could be causing my canned lipsync to fail?
I'm struggling to get canned lipsync to work in Unity and would welcome any thoughts. I have a character model, with animator, audio source, etc. Its audio source has an OVRLipsyncContextMorphTarget, and the scene has an OVRLipSync helper object. If I add an OVRLipSyncContext component, it works fine. So the morph target etc is set up ok. The problem is that I need to use canned visemes for performance reasons. So, I... create a viseme file from an audio clip replace the OVRLipSyncContext component with OVRLipSyncContextCanned, and assign the viseme file from 1 to its currentSequence field. But when I play the audio clip, I get no lip movement at all. A couple of things I've tried: I've checked the viseme file: it's the right length and has viseme values which are large enough to produce visible movement. I've added logging to OVRLipSyncContextCanned to verify that it is indeed running and copying the frame info in the Update loop (it is). This all appears to be set up the same as the similar object in the Oculus LipSync demo scene. Can anyone think of any gotchas that I might have missed?824Views0likes0CommentsPrecomputed/Canned Lip Sync: "With Offline Model" option
When generating a precomputed viseme asset, in Unity, from an audio clip, there are two menu items under "Oculus/Lip Sync": "Generate Lip Sync Assets" "Generate Lip Sync Assets With Offline Model" The documentation only mentions the first of these. https://developer.oculus.com/documentation/unity/audio-ovrlipsync-precomputed-unity/ So, what does the "With Offline Model" part mean? When might (or should) one use it?757Views0likes0CommentsUnity Editor Crash Using OVRLipSync On MacOS
I'm hitting a strange issue that I can't explain. We're developing a VR app in Unity and I've recently added the OVRLipSync for mouth movements but I keep getting Unity Editor crashes every time I run our application, even in the sample scene included in the package - It's 100% reproduceable. I have noticed however if we create a whole new Unity project (same Unity Editor version) and import the OVRLipSync package then run the sample scene it works fine (obvious after allowing permissions to the bundle file via System Preferences). However the crashes are consistent in our own project we're trying to add OVRLipSync to, so something is definitely amiss in my project specifically. It's also worth noting that it is only crashing on OSX, not Windows - I only have one OSX device so it could be specific to my Macbook but I'm unable to confirm that. At first I thought maybe it was OSX not having permission to the OVRLipSync.bundle file but I've ruled this out as I've re-imported the bundle file and allowed permission via the System Preferences -> Allow Anyway option. If anyone is able to help it'd be a huge relief as this is causing us a lot of issues at the moment as we're having to add defines in our code to ensure nothing involving the lipsync is used when we're developing in OSX. Here's my Editor.log file: OvrLipSync Awake: Queried SampleRate: 44100 BufferSize: 512 UnityEngine.StackTraceUtility:ExtractStackTrace () (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/StackTrace.cs:37) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[]) UnityEngine.Logger:Log (UnityEngine.LogType,object) UnityEngine.Debug:LogWarning (object) OVRLipSync:Initialize () (at Assets/Oculus/LipSync/Scripts/OVRLipSync.cs:265) OVRLipSync:Awake () (at Assets/Oculus/LipSync/Scripts/OVRLipSync.cs:217) (Filename: Assets/Oculus/LipSync/Scripts/OVRLipSync.cs Line: 265) Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle.dylib Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle.so Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle E1115 10:21:07.861620 399812096 init_intrinsics_check.cc:44] CPU feature avx2 is present on your machine, but the Caffe2 binary is not compiled with it. It means you may not get the full speed of your CPU. E1115 10:21:07.862260 399812096 init_intrinsics_check.cc:44] CPU feature fma is present on your machine, but the Caffe2 binary is not compiled with it. It means you may not get the full speed of your CPU. Loaded scene 'Temp/__Backupscenes/0.backup' Deserialize: 64.066 ms Integration: 493.917 ms Integration of assets: 0.970 ms Thread Wait Time: -0.236 ms Total Operation Time: 558.717 ms Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle.dylib Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle.so Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle.dylib Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle.so Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle *** Aborted at 1668507668 (unix time) try "date -d @1668507668" if you are using GNU date *** PC: @ 0x193b3b4f3 (unknown) *** SIGSEGV (@0x0) received by PID 2995 (TID 0x117d4a600) stack trace: *** @ 0x7ff8074c2dfd _sigtramp1.3KViews0likes0Comments