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Meta Avatars SDK

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更新时间:2022年12月8日|
版本
20.0
Enhance presence and immersion with Meta Avatars SDK. Give users a unique sense of self with advanced body tracking and modularized full-bodied torsos.

版本20.0发布说明

Using the Meta Avatars SDK, developers can provide user-created Meta Avatars to increase social presence and enhance VR immersion. Avatars are provided as modularized full-bodied torsos that allow users the flexibility to create their own unique identity persistent across the Meta ecosystem. Leveraging advanced body tracking, realistic Avatar poses can be extrapolated from the Oculus headset and Touch controllers to provide users a sense of self in a VR world

Upgrade Note

When upgrading the SDK version from a previous version, we recommend closing Unity and deleting the files under Assets/Oculus/Avatar2 from your project before reopening the project and installing the new version of the Meta Avatars SDK. This can prevent issues with locked dlls and duplicate files caused by moves between Avatar SDK versions.

What's Fixed

  • Naming of CAPI.OvrAvatar_Update, now CAPI.OvrAvatar2_Update
  • Resolve issue where Teardown could be invoked twice on OvrAvatarEntity, resulting in log spam.
  • Natural Expressions: fixed eyelid clipping through the eyeball when looking down in surprise.
  • Improvements

  • Added a new "Avatar Texture Settings" section to OvrAvatarManager. Filter Mode and Aniso Level are now more easily configurable for avatar textures.
  • Automatically disable MotionSmoothing for AvatarLODManager.firstPersonAvatarLod to reduce latency and GPU cost
  • Avatar initialization log now prints if avatar came from CDN or local cache. "[ovrAvatar2 native] Loader::Asset loaded from [cache | CDN]"
  • Reduce CPU overheadof handling libovravatar2 log callbacks
  • Reduce GC allocations when building JointType lookup
  • StreamingAssets are now copied at build time. Instead of copying all the required avatars streaming assets to the project's StreamingAssets folder during setup and then later excluding unnecessary assets during a build, now we only copy the assets needed to the project's StreamingAssets folder during builds. When you upgrade the SDK, the user will see a prompt that if approved will automatically clean out those extra unneeded assets.
  • More detailed logging when OvrPlatform fails to initialize
  • Other

  • Removing unused constants. The information now can be read from ovrAvatar2InitializeInfo.defaultModelColor.
  • Known Issues

  • Remote player's avatar hands and arms are transformed incorrectly when a Rift (PC) user is shown on a Quest device.
  • Twisted thumb when running on VrAPI with hand tracking on Desktop (Quest Link). Does not replicate when running apk on headset
  • 'clip::Invalid constant' and 'animtable::Missing animation' warnings may appear in the console in some cases. These warnings can be safely ignored.