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Using Lip Sync for Avatars SDK in Unity


i'm using the Avatar SDK and Photon for a multiplayer VR experience. I already got the Avatar SDK to work. But now I want the avatars to move their lips while talking over VoIP. 
My current script looks like this:
void OnAudioFilterRead(float[] data, int channels)

The filter receives the data from the audio source, but the lips just won't move.
Sometimes I get a InvalidOperationException:
InvalidOperationException: Collection was modified; enumeration operation may not execute.
System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) (at <f2e6809acb14476a81f399aeb800f8f2>:0)
System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () (at <f2e6809acb14476a81f399aeb800f8f2>:0)
System.Collections.Generic.List`1+Enumerator[T].MoveNext () (at <f2e6809acb14476a81f399aeb800f8f2>:0)
OvrAvatar.Update () (at Assets/Oculus/Avatar/Scripts/OvrAvatar.cs:608)

Anyone got any hints in how to get this working?


  • CogSimGuyCogSimGuy Posts: 33
    Brain Burst
    ...make sure what type of voip data you're getting from Photon, if it's Opus encoded or whatever a lot of the time it's NOT in PCMFloat format...
  • lostsomfanlostsomfan Posts: 7
    we are currently having the same problem with our project, hope they can fix it ;)
  • Ross_BeefRoss_Beef Posts: 170 Oculus Staff
    Hey folks, I wanted to just confirm that (as of today) the avatar sdk uses a float value to set the voice, as we’re not currently leveraging Lipsync.

    some more discussion in this thread

    That said, we *are* in the process of finalizing the integration we demo’d at OC5, which updates the avatars with eye movement and facial movement powered in part by our Lipsync plugin. While this is coming soon, I just wanted to ensure you weren’t trying to implement Lipsync data for the avatars of today.

    Let me know if that clears things up!
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