Any issues with Meta if I use meta avatar models but change the code to custom rigs and face anims?
Like the title says. I'd like to use the basic avatar models and a few other features but use different rigs and facial animations, I would also do this so I could support other headsets outside of the quest ecosystem.750Views0likes0CommentsFailed to initialize OvrPlatform with an already released AppID
I added the MetaAvatars SDK to implement the MetaAvatars functionality for an already released AppID, and when I tried to connect to OvrPlatform, I got a "Failed to initialize OvrPlatform". I checked the error message and found it to be "NotEntitled". When I created a new AppID as a trial, the connection succeeded without problems, and I was able to display avatars created by the user. The "Data Use Checkup" setting itself is the same in both cases, so this does not seem to be the problem. Is there anything to keep in mind when adding a new connection to OvrPlatform to an existing released app? ErrorLog """ [ovrAvatar2 examplePlatformInit] Failed to initialize OvrPlatform UnityEngine.Debug:LogError (object,UnityEngine.Object) Oculus.Avatar2.OvrAvatarLog:Log (Oculus.Avatar2.OvrAvatarLog/ELogLevel,string,string,UnityEngine.Object) (at Assets/Oculus/Avatar2/Scripts/OvrAvatarLog.cs:106) Oculus.Avatar2.OvrAvatarLog:LogError (string,string,UnityEngine.Object) (at Assets/Oculus/Avatar2/Scripts/OvrAvatarLog.cs:166) OvrPlatformInit:<InitializeOvrPlatform>g__InitializeComplete|5_0 (Oculus.Platform.Message`1<Oculus.Platform.Models.PlatformInitialize>) (at Assets/Oculus/Avatar2/Example/Common/Scripts/OvrPlatformInit.cs:44) Oculus.Platform.Request`1<Oculus.Platform.Models.PlatformInitialize>:HandleMessage (Oculus.Platform.Message) (at Assets/Oculus/Platform/Scripts/Request.cs:68) Oculus.Platform.Callback:HandleMessage (Oculus.Platform.Message) (at Assets/Oculus/Platform/Scripts/Callback.cs:162) Oculus.Platform.Callback:RunCallbacks () (at Assets/Oculus/Platform/Scripts/Callback.cs:61) Oculus.Platform.Request:RunCallbacks (uint) (at Assets/Oculus/Platform/Scripts/Request.cs:130) Oculus.Platform.CallbackRunner:Update () (at Assets/Oculus/Platform/Scripts/CallbackRunner.cs:28) [ovrAvatar2 sampleAvatar] Error initializing OvrPlatform. Falling back to local avatar UnityEngine.Debug:LogError (object,UnityEngine.Object) Oculus.Avatar2.OvrAvatarLog:Log (Oculus.Avatar2.OvrAvatarLog/ELogLevel,string,string,UnityEngine.Object) (at Assets/Oculus/Avatar2/Scripts/OvrAvatarLog.cs:106) Oculus.Avatar2.OvrAvatarLog:LogError (string,string,UnityEngine.Object) (at Assets/Oculus/Avatar2/Scripts/OvrAvatarLog.cs:166) SampleAvatarEntity/<LoadCdnAvatar>d__24:MoveNext () (at Assets/Oculus/Avatar2/Example/Common/Scripts/SampleAvatarEntity.cs:186) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) """Solved2.1KViews1like1CommentMeta Avatar Muiltiple precompiled assemblies error in Oculus Integration v44 (new issues in 2022)
I have a Unity project in version 2021.1.3.11f1, utilizing the Unity Asset store Oculus Integration version 44. I used the integration to enable SpaceWarp and the next step for my project was to import Meta avatars, but I ran into an issue that seems to be covered here previously. When bringing in the Meta Avatars SDK version 17.2, I get pre-compiled assembly errors. A previous post on the Meta forums had a solution which was to exclude the newtonsoft.Json.dll which came with the Avatar package, but this was with Oculus Integration v35 and seems to no longer work (https://forums.oculusvr.com/t5/Get-Help/Meta-Avatar-Error-Multiple-precompiled-assemblies/td-p/929944). When attempting to use this solution with all of the newest versions of Meta tech, I have to restart Unity in safe mode and get three errors: namespace 'OvrAvatarTrackingSkeleton' could not be found in two scripts, and 'OvrSpan<>' could not be found in a third. To my knowledge I am using the newest version of each solution here, so I can't understand how they would not work with each-other. If it helps, I only have the Oculus Integration Spatializer and VR components installed from the Unity package.1.7KViews1like3CommentsButtons are causing a load screen and error [Meta Avatars SDK]
I'm trying to get meta avatars to work and I've followed all documentation. When playing the sample scenes from Avatars 2 my avatar moves perfectly but pressing any buttons causes a loading screen to appear and I get this error: [ovrAvatar2 sampleAvatar] Error initializing OvrPlatform. Falling back to local avatar UnityEngine.Debug:LogError (object,UnityEngine.Object) Oculus.Avatar2.OvrAvatarLog:Log (Oculus.Avatar2.OvrAvatarLog/ELogLevel,string,string,UnityEngine.Object) (at Assets/Oculus/Avatar2/Scripts/OvrAvatarLog.cs:101) Oculus.Avatar2.OvrAvatarLog:LogError (string,string,UnityEngine.Object) (at Assets/Oculus/Avatar2/Scripts/OvrAvatarLog.cs:159) SampleAvatarEntity/<LoadCdnAvatar>d__21:MoveNext () (at Assets/Oculus/Avatar2/Example/Common/Scripts/SampleAvatarEntity.cs:134) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr)1.3KViews0likes1CommentMeta Avatars hands tracking offset
I have upgraded my project from Avatars 2 SDK 8.0 to Meta Avatars SDK 9.0 and avatar hands started showing up very far away. It's like prime finger tip and hand wrist positions are mixed up. Can easily see the error on an empty project on Unity 2019.4.33f1, with XR Plug-in management enabled, Oculus Integration 35.0 on one the MirrorScene or NetworkLoopbackExample scenes.3KViews0likes3Comments