I'm currently getting a limited-functionality version of my company's app up and running with no internet connection available for remote demos. In this (fundamentally single player) version, you still have a first-person Avatar and a third-person one for when you look in a mirror. I'm caching all other media and dependencies on the local file system (this is on the Go, so it's a folder placed at the root storage/emulated/0/).
I'm wondering if there is a way to simply pull up a cached Avatar if you have no internet connection? It might not reflect the latest look registered under that oculusUserID with the Oculus Platform, but that doesn't matter. I noticed that there are .MT2, .TEX and .MESH files stored at storage/emulated/0/Oculus/Avatars. Is there some way we can just tell the OvrAvatar component to load those up on startup?
This leads me into a larger point which is that the automatic method for populating an Avatar, where you just have to make sure that you plug in a valid oculusUserID before you enable the GameObject, is pretty inflexible and unsatisfactory from an API standpoint. This should really be its own public method. Ideally it would even be re-assignable at runtime, but at the very least writing an initialization function called like RetrieveAvatar(string oculusUserID) would be preferable over setting a public string field and then enabling the GameObject.
Any suggestions for my first question?
Samsung Galaxy S8 (Snapdragon 835), Gear VR (2017), Oculus Go (64GB), Unity 2018.3.6f1