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Meta Avatars SDK

Download from Unity
Updated: Apr 4, 2025|
Version
35.1.0
Enhance presence and immersion with Meta Avatars SDK. Give users a unique sense of self with advanced body tracking and modularized full-bodied torsos.

Version 35.1.0 Release Notes

We are excited to announce several bug fixes in our official SDK release, focusing on bug fixes and custom animation improvement.

Bug Fixes

  • Fixed an arm stretch issue when the avatar is scaled up while using Anchor to Headset anchor mode.
  • Fixed import errors when importing the UPM package into a fresh project or upgrading from an old project.
  • Fixed an occasional knee orientation issue when applying custom animation to the avatar.
  • Custom Animation Elbow and Knee Joints Correction Override

    The humanoid rig used to drive custom animation for the avatar has specific conventions for the elbow and knee joints. Specifically:
  • the local x-axis of the joint should point towards the next joint in the chain (wrist/ankle)
  • the local y-axis should point towards the left hemisphere of the avatar. Flipping the direction of the y-axis would cause the joint to bend backwards.

  • We have built-in default joint correction to handle edge cases and ensure that the joints bend correctly in most animation cases, such as when the arm/leg joints form a straight line or when the joints are bent backwards. Under normal circumstances, Unity's retargeting system would take care of this convention and automatically retarget custom animation so that it isn't an issue. However, for developers who directly manipulate the humanoid rig without the retargeting system, they may run into instances in which the elbow/knees are bent in the wrong direction and the default correction logic doesn't apply.

    The override enables developers to apply custom correction logic to override the default correction, allowing them to adapt the correction to their specific animation use case.