11-15-2021
02:25 PM
- last edited on
06-22-2024
09:15 AM
by
TheAntiSocializ
Do you have any feedback and/or issues in regards to the Meta Avatars SDK? Use this place to discuss, as we'll have members of the engineering team reviewing this thread!
Read the blog on the Meta Avatars SDK here: https://developer.oculus.com/blog/meta-avatars-sdk-now-available/
Refer to the Meta Avatars SDK documentation here: https://developer.oculus.com/documentation/unity/meta-avatars-overview/
03-23-2022 10:50 PM
Yes, we make reference to the preset Avatars here:
https://developer.oculus.com/documentation/unity/meta-avatars-load-avatars/
These presets are not necessary but are available for devs to load from the filesystem for use for NPCs or to give users on non-Oculus platforms choices for their Avatar.
03-23-2022 10:54 PM
You do need the Oculus Platform installed on your Windows machine if you are attempting to run any samples that pull a custom avatar from the CDN. But you also need to make sure you have configured your Oculus app to enable Avatars. Please see these docs:
https://developer.oculus.com/documentation/unity/meta-avatars-app-config/
03-24-2022 10:34 AM - edited 03-24-2022 12:17 PM
Hi, I have another question regarding the new avatars. The blog post mentioned "You can override any of the body positioning and facial expression data provided in order to fine-tune the appearance of Avatars in your applications"; however, I haven't been able to find anything related to this in the documentation.
I may have figured out body positioning, but I'm not completely sure. Pretty much what I'm attempting is manually setting the values of the OvrAvatarInputTrackingState object that gets passed into the SampleInputTrackingDelegate's GetRawInputTrackingState method. Not sure if this is the correct way of going about this though. I also have custom hand poses working but I'm assuming the two are unrelated.
As for overriding facial expressions, I haven't figured that out yet. Currently digging into whether OvrAvatarLipSyncState can be used similarly.
Has anyone got these working with the new meta avatars?
Edit: After looking again, I found some info related to this in the OvrAvatarEntity page in the documentation. Still find it a little on the vague side but at least I have a place to start.
03-24-2022 01:58 PM
Any word on when realtime spot and point of light will be supported with Meta Avatars?
04-06-2022 08:14 AM
Hello.
I'm going to use Meta Avatar to support Steam and Oculus Cross Platform. Do you happen to know the license notice or support that should be displayed to use Meta Avatar on Steam?
Thank you.
04-06-2022 11:30 PM - last edited on 04-07-2022 07:33 AM by iMight404
Hi, I just updated Meta Avatars unity package from 9.1 to latest 12.0. It works great on Quest2 but on Quest1 I get the following exceptions. I am using Unity 2020.3.32 with Vulkan and Universal Render Pipeline (URP).
any help appreciated, thanks!
/anders.
04-08-2022 02:59 AM
also, using latest Meta Avatars 12 on some machines Unity cannot build giving error
Plugins: Failed to load 'Assets/Oculus/Avatar2/Plugins/Win64/libovrbody.dll' with error 'A dynamic link library (DLL) initialization routine failed.
04-23-2022 06:19 AM
Same. Did you ever figure this out?
04-25-2022 02:19 AM
Hi, any updates on this @mouse_bear ? This forum seems to be mostly for questions answered by other users, but since you state in the thread post "we'll have members of the engineering team reviewing this thread" I would appreciate some kind of update if any engineer has picked up on the reported issue.
kind regards,
Anders.
04-25-2022 02:40 AM