Custom Avatar Example for Unity — Oculus
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Custom Avatar Example for Unity

Does anyone know why this example does NOT work with the latest Oculus Unity Integration packages ?

https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-sdk-unity/#avatars-sdk-unity

The instruction is not accurate for the latest Oculus Integration package: OVRCameraRig is located in VR not in OVR now but this is not a problem, found
I've just followed the instruction: created an empty Game object named "PlatformManager" and trying to add a script named "PlatformManager" however Unity 2017.3.1f1 does not allow me creating the script named "PlatgormManager"  since the same "empty game object" I just created already exists.
I've tried to create the script with a different name got App ID, I do not see my Avatar. If I try to edit the class name in the script and name it PlatformManager getting an error:

Assets/plat.cs(7,14): error CS0101: The namespace `global::' already contains a definition for `PlatformManager'
 
 Just curious was anyone able to make this Unity Avatar example working for the latest version of Unity and the latest Oculus Integration package ? Is there anyway to bypass this "class error".
 Do I specifically have to name this Game object "PlatformManager" ? Or could be a different name then how do I call custom avatar ?

 Thank you,

Alex

Answers

  • alexvilchalexvilch Posts: 38
    Brain Burst
    Removed "Social Starter" sample and still it does not allow me to add the script named "PlatformManager" to the empty object named "PlatformManager". When named script differently still getting:

    Assets/tavatar.cs(7,14): error CS0101: The namespace `global::' already contains a definition for `PlatformManager'

     Am I missing something here ? Unity does not allow overloading existing PlatformManager class, correct ?
    Just curious has anyone made it working ?

     Thank you,

    Alex

  • alexvilchalexvilch Posts: 38
    Brain Burst
    Thank you, @imperativity .  I had to create the new project from scratch. Something was sitting inside my old Unity project creating the new project and importing Oculus Integration and removing Social starter as you suggested originally has made the trick.
    Alex
  • alexvilchalexvilch Posts: 38
    Brain Burst
    Thank you, @imperativity .  I had to create the new project from scratch. Something was sitting inside my old Unity project creating the new project and re-importing Oculus Integration package and finally removing Social started as you suggested originally has made the trick.
    Alex
  • alexvilchalexvilch Posts: 38
    Brain Burst
    Thank you, @imperativity .  I had to create the new project from scratch. Something was sitting inside my old Unity project creating the new project and re-importing Oculus Integration package and finally removing Social started as you suggested originally has made the trick.
    Alex
  • myBadStudiosmyBadStudios Posts: 20
    Brain Burst
    Just as a side note... That error you got about global already containing the definition... that basically means you have duplicated classes, not subclassed classes.

    I just ran into this issue today when I imported the platform package. I had a folder: Oculus->Platform with all my scripts in and I also had a folder Assets->OculusPlatform with all the scripts (and materials and basically everything) duplicated in there.

    it seems Oculus does not subscribe to the notion of keeping the meta files in tact when creating new versions of their asset kits. If they kept the meta info for the files in tact then installing the assets would overwrite their predecessors no matter where they are in your project (I've been doing this with all my assets for years now so I know this first hand) but instead, if you install two assets that contain the same code in different locations you will get duplicate scripts and compilation errors because of it.

    So just delete one folder and hope and pray the one that remains is the latest version...
    Good luck
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