OVRlipsync on Hololens 2
Hello, I am building an application in Unity and use OVRlipsync SDK to synchronize audio with my avatar. The SDK can synchronize audio with my avatar lips when in Unity Editor. However, when I deploy to hololens 2, the OVRLipsync does not work. I wonder if anyone can help me to troubleshooting this? I use OVRLipsyncMicInput to get the audio when I speak. the setting is attached in the picture. during the gameplay, I have also checked that my app can detect the Hololens 2's microphone and the mic control is constant speak. I am using Unity 2022.3.9f11.4KViews1like2CommentsOVR Lip Sync with multiple audio sources in Unity
I am trying to set up a Ready Player Me avatar in Unity with Oculus lip sync to animate mouth movement. I have multiple audio sources for multiple audio clips because I want to be able to manually cycle through the audio clips one after another using the keyboard. However, 'OVR Lip Sync Context' seems to only work on one audio source whether I try to hold the audio sources on multiple game objects or the same one. I tried adding an 'OVR Lip Sync Context' script for each audio source but again only the first one will work (any audio sources after the first will play the audio with no animation). Does anybody know a way around this?2.1KViews0likes2CommentsCan't find OculusPlugin.dll when using OVRLipSync on MacOS
I tried to use OVRLipSync on unity. I’m using MacOS now. I got the error below. I already confirmed scripting backend is set ILCPP2. I know OculusPlugin.bundle is included in Assets/Oculus/LipSync/Plugin/MacOS. Does someone know solutions to fix this? Please let me know if you can. DllNotFoundException: OVRLipSync assembly: type: member:(null) OVRLipSync.Initialize () (at Assets/Oculus/LipSync/Scripts/OVRLipSync.cs:267) OVRLipSync.Awake () (at Assets/Oculus/LipSync/Scripts/OVRLipSync.cs:217) DllNotFoundException: OVRLipSync assembly: type: member:(null) OVRLipSync.Initialize () (at Assets/Oculus/LipSync/Scripts/OVRLipSync.cs:267) OVRLipSync.CreateContext (System.UInt32& context, OVRLipSync+ContextProviders provider, System.Int32 sampleRate, System.Boolean enableAcceleration) (at Assets/Oculus/LipSync/Scripts/OVRLipSync.cs:309) OVRLipSyncContextBase.Awake () (at Assets/Oculus/LipSync/Scripts/OVRLipSyncContextBase.cs:113) OVRLipSyncContextBase.SetSmoothing: An unexpected error occured. UnityEngine.Debug:LogError (object) OVRLipSyncContextBase:set_Smoothing (int) (at Assets/Oculus/LipSync/Scripts/OVRLipSyncContextBase.cs:69) OVRLipSyncContextMorphTarget:Start () (at Assets/Oculus/LipSync/Scripts/OVRLipSyncContextMorphTarget.cs:110)2.4KViews0likes3CommentsWhat 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?827Views0likes0CommentsPrecomputed/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?758Views0likes0CommentsDoes Oculus SDK lipsync plugins supports both iOs architecture (arm 7 & arm 64)?
Hi All, I am developing cross platform multiplayer application using Oculus SDK. I got the following error when I trying to build IPA file for iPhone through Unity Cloud build Dashboard. Please help me to fix this issue. 470: ▸ ❌; ld: bitcode bundle could not be generated because '/BUILD_PATH/vinsinfo-private-limited.globaloffshorevr10prnibmq/temp20200525-7005-1m4i1nb/Libraries/Oculus/LipSync/Plugins/iOS/libOVRLipSyncShim.a(OVRLipSyncShim.cpp.o)' was built without full bitcode. All object files and libraries for bitcode must be generated from Xcode Archive or Install build for architecture arm64 471: ▸ ❌; clang: error: linker command failed with exit code 1 (use -v to see invocation) Unity Editor : 2019.3.3f1 Oculus SDK : 1.47 Thanks in advance.1.2KViews0likes1CommentLip Sync Unity: How can i load OVRLipSyncSequence.asset ?
When the application does play. I'm trying to load asset (OVRLipSyncSequence). public OVRLipSyncSequence MyOVRLipSyncSequenceNow = null; void Start() { MyOVRLipSyncSequenceNow = Resources.Load ("Assets/StreamingAssets/Voice/English/LipSyncSequence/MyOVRLipSyncSequence 1.asset"); }543Views0likes0CommentsOVRLipSync support iOS! but...
Hi, Happy Update OVRLipSync! I was looking forward to this, because it supports iOS. At once, I integrated OVRLipSync on my Unity iOS project. It worked fine with Unity Editor and iOS device. And then, built for distribution on Xcode, and upload to Apple server with clicking "Distribution App" on Xcode Organizer. After that, error occurred that App Store Connect Operation Error ERROR ITMS-90171: "Invalid Bundle Structure - The binary file 'XXXXX.app/libOVRLipSync.dylib' is not permitted. Your app can’t contain standalone executables or libraries, other than a valid CFBundleExecutable of supported bundles. Refer to the Bundle Programming Guide at https://developer.apple.com/go/?id=bundle-structure for information on the iOS app bundle structure." What should I do for this error?3.9KViews1like0Comments