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AvatarBehaviourNGO Class

Extends NetworkBehaviour
Implements IAvatarBehaviour
An implementation of the IAvatarBehaviour interface to network Avatar states using Unity Netcode for Gameobjects.
This class gets or creates an AvatarEntity in the same game object and will handle the networking for it. For more information on the Meta Avatars SDK, see https://developer.oculus.com/documentation/unity/meta-avatars-overview/.

Properties

HasInputAuthority : bool
[Get]
Indicates whether the user has input authority over this Avatar.
An implementation of the IAvatarBehaviour interface.
Signature
bool HasInputAuthority
LocalAvatarIndex : int
[Get][Set]
The index of the Avatar type used when the user defined one could not be loaded.
An implementation of the IAvatarBehaviour interface.
Usually this is chosen randomly between 0 and the number of Sample Assets available for Avatars.
Signature
int LocalAvatarIndex
OculusId : ulong
[Get][Set]
Represents the Id of the Meta account logged in the current headset.
Defaults to 0 if it could not be fetched. Implementation of the IAvatarBehaviour interface.
Signature
ulong OculusId

Methods

OnNetworkDespawn ()
Called by the Unity Netcode for Gameobjects networking framework when the network object is despawned.
This method unsubscribes to the Avatar change events.
Signature
override void OnNetworkDespawn()
Returns
override void
OnNetworkSpawn ()
Called by the Unity Netcode for Gameobjects networking framework when the network object is spawned.
This method subscribes to the Avatar change events to keep the Avatar state in sync.
Signature
override void OnNetworkSpawn()
Returns
override void
ReceiveStreamData ( bytes )
Loads a serialized avatar state and updates it in the local client.
An implementation of the IAvatarBehaviour interface.
Signature
void ReceiveStreamData(byte[] bytes)
Parameters
bytes: byte[]  A byte stream containing the serialized avatar state.
Returns
void