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Using a custom mesh for the Local Avatar and how? [Unity]

Hello everyone,
I am looking for a way to change the mesh of the Local Avatar with a custom one. The problem I am facing is related to the fact that the mesh is loaded/generated from a script after the game starts.

My question: Is there a way to stop the LocalAvatar from generating/loading the mesh and use a custom one?

Thanks for the assistance.


  • imperativityimperativity Posts: 1,604 Oculus Staff
    edited September 18

    Welcome to the Oculus Developer Forums.

    I am passing this along to the Avatars team for their input and will update this thread when I have more information to share.

    EDIT:   The code that prepares the avatar mesh is in OvrAvatarAssetMesh.cs in the Avatar SDK package. This code takes data provided by the SDK to procedurally generate a mesh for the Avatar. You can modify this code to generate or reference whatever mesh you prefer to use.
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