It looks to me that Oculus (OVR), Valve (SteamVR/OpenVR), and VRTK all provide the same BASIC cross platform support: rendering, tracking, and input. However, they all appear to stop short of avatars (i.e. hand or controller ava…
So... The way we went about doing this was not to have separate projects for Vive/Rift but we had to have objects with scripts that we toggled on and off to test various things. We ran into a lot of issues with the transforms/a…
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.
I haven't come across that but this is what I do to attached things to the hands.
Drag the bracelet Game Object as a child of the left/right hand, set its position to 0,0,0 same with rotation.
Then launch the app so you can s…
* 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 …
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)
@treeviewstudios are you setting the root of their transform to Y+1.5? I believe this is the recommended practice from the guides provided by Oculus.
This is my fix that works kindda better and cleaner than adding a t…
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 better optio…
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 help, and dont …
Hi @cloud_canvas, @treeviewstudios
We're doing the same combo PUN-Avatar SDK, working on serialize/deserialize avatar customisations for cross-platforms.
I tried to come to your slack and discord, but none of them work,…
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…