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Meta Avatar Error "[ovrAvatar2 examplePlatformInit] Update your app id by selecting 'Oculus Platform

ImmersiveMatthew
Expert Protege

The error attached is telling me I need to add my App ID to the Oculus SDK Settings, but I have already done this and have double checked and confirmed it is the correct APP ID.  I gather this is caused by not having Meta's permission to use Avatars yet which I am trying to implement now? I only just submitted the request an hour or so ago so maybe I need to wait?

 

Also, and maybe related, when I press play or run this on the Quest, it renders like the screenshot here?  This is right out of the box using the Mirror test scene that comes with Meta Avatars and despite the APP ID issue above, I would have expected the local avatar to at least work. Any ideas what is going on here? 

Unity 2021.1.17f1 with the very latest Oculus SDK v35. 

 

MetaverseAdventures_1-1639722085665.png

Thanks

 

ERROR Message:

[ovrAvatar2 examplePlatformInit] Update your app id by selecting 'Oculus Platform' -> 'Edit Settings'

at Oculus.Platform.Core.getAppID (System.String appId) [0x00046] in C:\Unity\Into the Metaverse 1.3 - New Lights\Assets\Oculus\Platform\Scripts\Platform.cs:50

at Oculus.Platform.Core.AsyncInitialize (System.String appId) [0x00000] in C:\Unity\Into the Metaverse 1.3 - New Lights\Assets\Oculus\Platform\Scripts\Platform.cs:64

at OvrPlatformInit.InitializeOvrPlatform () [0x00020] in C:\Unity\Into the Metaverse 1.3 - New Lights\Assets\Oculus\Avatar2\Example\Common\Scripts\OvrPlatformInit.cs:34

0x00007ff65164fd0c (Unity) StackWalker::GetCurrentCallstack

0x00007ff651655db9 (Unity) StackWalker::ShowCallstack

0x00007ff651e4d9d3 (Unity) GetStacktrace

0x00007ff652d816ea (Unity) DebugStringToFile

0x00007ff6517f340d (Unity) DebugLogHandler_CUSTOM_Internal_Log

0x0000018039709ebb (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)

0x0000018039709deb (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])

0x0000018039709b31 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object,UnityEngine.Object)

0x00000180399c3e0a (Mono JIT Code) UnityEngine.Debug:LogError (object,UnityEngine.Object)

0x000001803970984b (Mono JIT Code) [OvrAvatarLog.cs:102] Oculus.Avatar2.OvrAvatarLog:Log (Oculus.Avatar2.OvrAvatarLog/ELogLevel,string,string,UnityEngine.Object)

0x00000180399c3db3 (Mono JIT Code) [OvrAvatarLog.cs:160] Oculus.Avatar2.OvrAvatarLog:LogError (string,string,UnityEngine.Object)

0x00000180399c1943 (Mono JIT Code) [OvrPlatformInit.cs:89] OvrPlatformInit:InitializeOvrPlatform ()

0x00000180399c13a3 (Mono JIT Code) [SampleAvatarEntity.cs:127] SampleAvatarEntity/<LoadCdnAvatar>d__21:MoveNext ()

0x00000180399bfb1c (Mono JIT Code) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr)

0x00000180399bfc47 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_object_intptr (object,intptr,intptr,intptr)

0x00007ffe5e3ee670 (mono-2.0-bdwgc) [mini-runtime.c:2816] mono_jit_runtime_invoke

0x00007ffe5e372af2 (mono-2.0-bdwgc) [object.c:2921] do_runtime_invoke

0x00007ffe5e37bb4f (mono-2.0-bdwgc) [object.c:2968] mono_runtime_invoke

0x00007ff651599d34 (Unity) scripting_method_invoke

0x00007ff6515953a1 (Unity) ScriptingInvocation::Invoke

0x00007ff65155202f (Unity) Coroutine::Run

0x00007ff651572293 (Unity) MonoBehaviour::TryCreateAndRunCoroutine

0x00007ff651550c69 (Unity) Coroutine::HandleIEnumerableCurrentReturnValue

0x00007ff651551eca (Unity) Coroutine::ProcessCoroutineCurrent

0x00007ff65155218c (Unity) Coroutine::Run

0x00007ff651572293 (Unity) MonoBehaviour::TryCreateAndRunCoroutine

0x00007ff651569aa3 (Unity) MonoBehaviour::HandleCoroutineReturnValue

0x00007ff65156b741 (Unity) MonoBehaviour::InvokeMethodOrCoroutineChecked

0x00007ff651566732 (Unity) MonoBehaviour::DelayedStartCall

0x00007ff6510f2944 (Unity) DelayedCallManager::Update

0x00007ff6512e4906 (Unity) `InitPlayerLoopCallbacks'::`2'::EarlyUpdateScriptRunDelayedStartupFrameRegistrator::Forward

0x00007ff6512ce32c (Unity) ExecutePlayerLoop

0x00007ff6512ce403 (Unity) ExecutePlayerLoop

0x00007ff6512d3529 (Unity) PlayerLoop

0x00007ff651a51291 (Unity) PlayerLoopController::UpdateScene

0x00007ff651a3f6f9 (Unity) PlayerLoopController::EnterPlayMode

0x00007ff651a4ca51 (Unity) PlayerLoopController::SetIsPlaying

0x00007ff651a4fac5 (Unity) Application::TickTimer

0x00007ff651e53701 (Unity) MainMessageLoop

0x00007ff651e57336 (Unity) WinMain

0x00007ff6539bcbb2 (Unity) __scrt_common_main_seh

0x00007ffede677034 (KERNEL32) BaseThreadInitThunk

0x00007ffedee22651 (ntdll) RtlUserThreadStart

 

2 REPLIES 2

Digibix
Protege

If you have setup on the dashboard / Data use checkup / Avatars and being approved it shoud work

 

In my experience when you run the project on the Unity Editor on Android mode, It will use the Oculus Rift App ID instead of the Quest ID.  You can try to use and existing appid from any Rift project that you have, that have also the avatar access....

ImmersiveMatthew
Expert Protege

It was due to the Data Use Request for Avatars not yet being approved.  Once it was, all worked.  The avatar missing their head issue was how it was intended to be and can be turned on by selecting 3rd person versus 1st (odd way to say head or no head).