3 weeks ago
Hello,
I am trying to integrate Meta Avatars into my Unity 2022.3 LTS networked (Netcode) project. I have the Networked Avatar and the Platform Init in my project and I am able to see my own avatar when I run the project however I am having issues when another person joins the room.
I followed the instructions located at the documentation:
https://developers.meta.com/horizon/documentation/unity/meta-avatars-app-config
I received the email "Meta Horizon Data Use Checkup: Request approved" so all the permissions / settings are in place.
The weird thing is, when I am testing it using two headsets (one headset runs app locally, other one is tethered and is running the app in unity editor in Link), from both sides I can see the personal avatar loaded, but other side is seen as the generic blue avatar:
I was wondering if there are any particular unity settings, especially on the networked avatar component that I am missing which is causing this issue. Any help would be appreciated!
3 weeks ago
I was messing around with this on my lunch break and the same thing was happening- when I would click play in Unity, that Avatar would be my custom one, but when I launched the game on my headset, I would enter the same room and see the other Avatar, but he would be all blue. hmmm
3 weeks ago
Thank you for your reply. I am trying to understand if both the Editor and the build in headset are using the same avatar profile and that is causing the issue.
3 weeks ago
No problem. Now that you mention it, that could be it. I plan on working on it later tonight and I'll post back here if I find anything out.
3 weeks ago
It looks like the issue was trying to test it with same user account. When I asked my friend to test it with, we were both able to see each other's avatars:
But now we have the issue of the player seeing their own avatar which is causing a jitter on the hand and the arms. In the gif above you can see currently it is loading both the hand outline I used before I added avatars and the avatar hands on top of each other.
My new question to the community is:
Can I disable the avatar for the first person and only have it visible by the third persons in the scene? I would be more than happy just to work with the ghost outlines in my app for my own hands and seeing the other person's avatar. Is there a way to achieve this?
3 weeks ago
maybe it has something to do with this setting on the right? I'm not sure, just an idea.
3 weeks ago
Interestingly my setup did not have that component, but I earlier found a similar one on the generated localAvatar and I was trying to edit that field 🙂 I ran out of time before I could test this, I will report my findings tomorrow morning. I wonder if it will disable the rendering for all or for first party only, we will see.
3 weeks ago
This setting disabled the rendering for the third party, while keeping it on for the first party. Which is exactly the opposite of what I am trying to achieve 🙂
3 weeks ago
ahhh, let me know if you figure it out. I didn't get a chance to work on my project last night. One question I have is when you say one headset is running the app locally- how exactly are you doing that? I'm only using one headset, wireless with Airlink connected to Unity (and my custom avatar shows) but then I'm building the app into a .apk file, loading it on my quest from google drive and testing it that way (but the avatars are always random when I do that) . Not sure if this is the same basic workflow as you? thanks for the help 👍
3 weeks ago
I am doing many different things to test. one option installing the apk on the headset, running one instance there, then running another instance in the editor without any headset. another option is to get a test account in the developer hub and logging in a different headset (i have 3) and having two genuine separate users on two headsets to try the multiplayer.
if you are not getting your own personal outfit/avatar, make sure you did everything here:
https://developers.meta.com/horizon/documentation/unity/meta-avatars-app-config