Enabling Facial Expressions on Networked Avatars
Hi all! I'm looking to enable face tracking for a multiplayer game I'm currently developing where each avatar is network instantiated. The current documentation explains how to set it up for local avatars. Is there any documentation available for networked instantiated avatars?4.4KViews0likes6CommentsMeta Avatars 2 Lipsync - PUN 2 & Photon Voice issue!
Dear Devs, I'm struggling with problem since a week. I use PUN 2 and Photon Voice to bring Meta Avatars 2 in a multiplayer environment. Below are my issues, 1. When there is no Photon Voice setup in the scene, the Meta Avatars lipsync works perfect in the Photon multiplayer room. 2. When I add the Photon Voice to the prefab and setup the scene with Photon Voice Network, only the voice is there the Meta Avatars lipsync does not work. I understand there is a race condition happening between these two plugins. Please kindly help me resolve if anyone has already resolved such problem. This thread can help other devs as well in the future. Thanks!Solved12KViews1like29CommentsSharedSpaces PhotonNetDriver linker error
Hi, I have been following isntallation guide in https://github.com/oculus-samples/Unreal-SharedSpaces and have successfully managed to install photon engine and make authentication. However, I am using UE5.3.2 and I am having an issue with your plugin PhotonNetDriver. I have following following documentation in the same repository (https://github.com/oculus-samples/Unreal-SharedSpaces/blob/main-5.x/Plugins/PhotonNetDriver/Documentation/PhotonNetDriver.md), and did transfer PhotonNetDriver foler into plugins folder of my ue5.3.2 project, but upon compiling my project from unreal engine editor, it compiler, but threw an error related to Photon Net Driver. Here are logs Creating library C:\Users\yarik\Desktop\Unreal-SharedSpaces-main-5.x\Plugins\PhotonNetDriver\Binaries\Win64\UnrealEditor-PhotonNetDriver.patch_0.lib and object C:\Users\yarik\Desktop\Unreal-SharedSpaces-main-5.x\Plugins\PhotonNetDriver\Binaries\Win64\UnrealEditor-PhotonNetDriver.patch_0.exp Module.PhotonNetDriver.cpp.obj : error LNK2001: unresolved external symbol "public: static struct UE::Math::TIntVector3<int> const UE::Math::TIntVector3<int>::ZeroValue" (?ZeroValue@?$TIntVector3@H@Math@UE@@2U123@B) Module.PhotonNetDriver.cpp.obj : error LNK2011: precompiled object not linked in; image may not run C:\Users\yarik\Desktop\Unreal-SharedSpaces-main-5.x\Plugins\PhotonNetDriver\Binaries\Win64\UnrealEditor-PhotonNetDriver.patch_0.exe : fatal error LNK1120: 2 unresolved externals Failed to link patch (0.000s) (Exit code: 0x460) ---------- Finished (0.000s) ---------- Seems like it requires additional setup upon what is mentioned in the repository. Please, let me know what might be the issue. I can build my app with it, but I don't want this error to be displayed. Thank you very much389Views0likes0CommentsIs TLS 1.2 needed to send Oculus user names to a non-persistent online scoreboard?
My game (Starfighter Arduxim) is made with Unity and Photon - for multiplayer it copies the Oculus.Platform.Models.User.OculusID field to PhotonNetwork.playerName so player names show up on the in-game scoreboard.. I'm being told by the Oculus Data Protection Assessment team that the transmission of the user ID needs use TLS 1.2 as that is the 'industry standard', and that if it doesn't my game will be removed from the App Lab. Photon doesn't support TLS 1.2 and it sounds like overkill to me to require it just for the user ID, as TLS 1.2 is used for things like secure web pages. The person emailing me doesn't sound like they know what Photon is which makes me think they aren't familiar with how multiplayer games work, and it would explain why they expect encryption more suitable for a business productivity app. Can anyone at Oculus shed some light on this? Is it just a misunderstanding on how my game is using the user ID? If TLS 1.2 is required, how is this achieved when using Photon? Also I asked this in the Developer->Quest forum and the Oculus Support account said to post it in the Developer forums. I'm not sure what it meant as the post was already in the Developer forums1.5KViews0likes1CommentAvatar 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.2.5KViews1like3CommentsIs Meta Avatars compatible with Photon Fusion?
Are you using Meta Avatars and Photon Fusion? I have seen sample projects using Photon Pun, but none that use Fusion. I have tried using the docs and adding Meta Avatars to my existing Fusion project, but everything stops compiling once I add the Oculus Integration Package. If you have samples or insights, it would be a huge help. Thanks!2.3KViews0likes1CommentCan I only submit my app for testing if it's in the store? (Entitlement issue)
I'm making a VR app, I can only test it on my dev account, if I test IT using my personal account the Meta Avatar doesn't load and the Entitlement Check returns me an error. We don't want to make the app public anyway, so is there any way to use it without having to add each user as a tester?Solved3.4KViews0likes2CommentsApp Screenshots in Oculus Screenshots folder/Sharing Menu
Our goal is to allow a user to capture screenshots in our app with our custom camera tool, and have these screenshots appear in the Oculus "Sharing" menu. Currently we have a custom camera tool in our app. We are successfully saving the images we capture to: /storage/emulated/0/Android/data/com.company.app/files/filename.png However, we receive an UnauthorizedExeption: Access to path "" is denied when we attempt to move our images, or save our images to: /storage/emulated/0/Oculus/Screenshots/ What is the proper way to ensure our custom screenshots show up in the Oculus system "Sharing" menu?2.4KViews1like3CommentsPing Pong VR , best way to sync a ball? PUN2
Hi, i'm trying to include a ping pong minigame in my VR multiplayer app, but i'm having problems with the syncronization of the ball, in fact only the OWNER of the PUN room can se the ball moving smooth, the others can see the ball lagging, so the game is unplayable. I'v tried to change the OWNER when the ball is hitted but the result is not that good, so i want to sync the ball for everyone in smooth way. I will try to share you the but is in ITALIAN so it will be taugh to uderstand, i'm sorry. Which is the best way to sync a ball? I guess the problem is that the ball react just too the racket gravity. THE BALL OBJECT has this for the SYNC The script of the racket when it the ball does this 1) Make the controller Vibrate 2)Direct the ball to the other racket (aimTarget) 3) Set the velocity and the SyncronizedValues for the Photon tranform View Classic Component873Views0likes0CommentsOculus invites and Photon
Situation: We using Photon for networking and trying to implement oculus invites. Currently, looks like user FORCED to be in a oculus room to send invite, event thought we can send any ulong(with length limitation) room id there. Therefore we forced to do some hacks for it to work: inviter: [if NOT in room(CreateOculus room -> Created photon room with same roomID)] -> Start oculus inviting process invitee: [if in room(Leave oculus room -> leave photon room)] -> joint oculus room -> join photon room And all of this is because we didn't found any way of starting invite process while NOT being in any oculus room. Question: Are we missing something? Is there any way to send oculus invites with out being in oculus room?2.3KViews0likes3Comments