In my case with VRTK and Avatars i have no problem, you only have to put the avatar inside the TrackingSpace, or SteamVR camera rig, or any X tracking space.
then handle the local positions of each avatar, using your own AvatarDriv…
I use my custom implementation of Avatar Driver, passing the position of each part and button, overriding the avatar driver is the best way to go if you use something like VRTK and dont want to depend on Oculus OVRManager.
* new project with same unity and oculus integration
* open 2 or 3 demo scenes
* check if works
if it doesnt, try pasting the editor log so we can all see what is happening and help you.
also it is not suggested to use 2018.3 , use 2018.2.20 whic…
Symlink? i think you only need to have the libovravatar.dll in Unity Plugins folder.
In openvr you dont even need to have oculus installed i think.
Remember to make sure it gets copied in the final build.
We meet again!.
If i were to do that, i would pull it up like this:
* Record all packets,serialize them and write them every N seconds, like PhotonAvatarView.CS class
* Try to save the final mesh of the avatar somehow
* Load an e…
Disable mobile textures and combine meshes works, also this was fixed on 2018.3 (release notes say that, havent tested).
this is my OvrAvatar.cs class (modified a couple of bools an changed loading assets callback to public)
This is my fix that works kindda better and cleaner than adding a transform..
Instead of setting the object child of another and adding an Y offset, send +1.5 to the avatar sdk 'C' api by adding the Y …
i think the problem is in the method that handles the "Pose", its getting 0 for head position, so you should add the height offset (1.7 or whatever you want), and the avatar should relocate, instead of hacking positions, this might be a be…
Dont forget to follow this guide @"Thunderbox.Ent"
Also you could try building with IL2CPP instead of Mono.
Optimize by using LOD , maybe mesh combining might hel…
I am currently working with Photon PUN 2 and Oculus Avatar SDK, we arent many developers doing this combo, so if you want to keep in touch and work together we could communicate by email or hangouts group with other devs, maybe cre…