Robi🐋
Robi🐋2mo ago

Normcore Meta Avatars Setup Issues

I was following the Meta Avatars Setup described onthe webpage. I do have an app ID, data checkup was successful, I have a test user, etc. and entitlement check was successful. However, I still get several error that I have never gotten before and the avatar is blue (see error logs in attached file).
47 Replies
kapa.ai
kapa.ai2mo ago
Hi @Robi🐋. I'm kapa.ai, your friendly support bot. I will try to answer your question by searching through the knowledge base. :wave: ---------------------- I'm sorry to hear that you're experiencing issues with the Meta Avatars setup. Unfortunately, without the specific error logs, it's difficult to provide a precise solution. However, I can provide some general troubleshooting steps based on the information provided in the Normcore documentation. 1. Check your setup: Ensure that you've correctly followed all the steps in the Meta Avatars Setup guide (https://normcore.io/documentation/guides/meta/meta-avatars-setup). This includes importing the "Meta Avatars" sample, adding the "AvatarSDKManagerMeta" prefab to the scene, and adding your App Key to the Realtime component. 2. Check your entitlements: If your app quits immediately on launch, it could be due to the entitlement check failing. Make sure the Meta account used by your Quest has been added to the release channel for your Oculus App ID as described in the Meta Platform Prerequisites guide (https://normcore.io/documentation/guides/meta/meta-platform-prerequisites). 3. Check your Unity project setup: Ensure that you've correctly set up your Unity project as described in the Meta Platform Prerequisites guide (https://normcore.io/documentation/guides/meta/meta-platform-prerequisites#set-up-your-unity-project). This includes installing the necessary Meta SDKs from the Asset Store and configuring your App ID. 4. Check your avatar prefab: If you're using a custom avatar prefab, ensure that it's correctly set up as described in the Meta Avatars Customization guide (https://normcore.io/documentation/guides/meta/meta-avatars-customization). If you're still encountering issues after checking these points, I recommend reaching out to the Normcore community on their Discord (https://normcore.io/documentation/essentials/common-questions#does-normcore-support-x-y-z) for further assistance. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai2mo ago
<@447417712772120576> kapa.ai is still learning and improving, please let us know how it did by reacting below
Robi🐋
Robi🐋OP2mo ago
this is my hierarchy
No description
maxweisel
maxweisel2mo ago
Which avatar SDK are you using? Meta /just/ released a new one last week and we haven’t added support yet
Robi🐋
Robi🐋OP2mo ago
Yeah, I'm still using the previous version
NormalMark
NormalMark2mo ago
Hey, does this happen in build or in the editor (Play mode)?
NormalMark
NormalMark2mo ago
Something to watch out for is that Rift/Quest are completely separate apps in Meta's backend
No description
NormalMark
NormalMark2mo ago
For the editor you'd need to fill in the Rift ID
Robi🐋
Robi🐋OP2mo ago
for the editor you can also use the test user credentials or avatar sample assets. i think it must be something else. is there any version you guys would recommend where you are sure it works?
NormalMark
NormalMark2mo ago
I tested it yesterday to make sure it still works, all good in our test project I'll gather the info My dependencies were:
"dependencies": {
"com.meta.xr.sdk.avatars": "24.1.1",
"com.meta.xr.sdk.avatars.sample.assets": "24.1.1",
"com.meta.xr.sdk.platform": "62.0.0",
"com.unity.xr.management": "4.4.0",
"com.unity.xr.oculus": "3.4.0",
...
"dependencies": {
"com.meta.xr.sdk.avatars": "24.1.1",
"com.meta.xr.sdk.avatars.sample.assets": "24.1.1",
"com.meta.xr.sdk.platform": "62.0.0",
"com.unity.xr.management": "4.4.0",
"com.unity.xr.oculus": "3.4.0",
...
On Unity 2021.3.37f1
marvinrando
marvinrando2mo ago
@Normcore Assistant using the AvatarSDKManagerMeta the meta avatars some times disappear and reappear how can I prevent that from happening?
kapa.ai
kapa.ai2mo ago
Let me check the knowledge base for you. One moment! :books: ---------------------- The issue of avatars disappearing and reappearing could be related to a few factors. Here are some potential solutions based on the information provided in the Normcore documentation: 1. Check your RealtimeAvatar component: Ensure that the RealtimeAvatar component is correctly set up on the root of your avatar prefab. This component is responsible for synchronizing the head and hands positions and active states. If it's not set up correctly, it could cause issues with your avatars. You can find more information about this in the RealtimeAvatar documentation (https://normcore.io/documentation/realtime/xr/avatars#realtimeavatar). 2. Check your network connection: If your network connection is unstable, it could cause your avatars to disappear and reappear. Normcore's networking is designed to be robust, but it's still dependent on the quality of your internet connection. 3. Check your avatar instantiation: Ensure that your avatars are being correctly instantiated at runtime. If they're not in a Resources folder, they might not be instantiated correctly, which could cause them to disappear. More information about this can be found in the Meta Avatars Customization guide (https://normcore.io/documentation/guides/meta/meta-avatars-customization). 4. Check your RealtimeView settings: If the root RealtimeView is not set to destroyWhenOwnerLeaves by default, or if you clear the owner of the avatar itself, then it will not be cleaned up properly by the server. This could potentially cause your avatars to disappear and reappear. More information about this can be found in the Common Questions section of the Realtime documentation (https://normcore.io/documentation/realtime/common-questions#xr). If you're still encountering issues after checking these points, I recommend reaching out to the Normcore community on their Discord (https://normcore.io/documentation/essentials/common-questions#does-normcore-support-x-y-z) for further assistance. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai2mo ago
<@1124402583155511357> kapa.ai is still learning and improving, please let us know how it did by reacting below
NormalMark
NormalMark2mo ago
Try this for the appearing/disappearing issue:
No description
marvinrando
marvinrando2mo ago
@Normcore Assistant Asset Packages/com.normalvr.normcore/Normal.Realtime/2019/Standalone/Normal.Realtime.sln has no meta file, but it's in an immutable folder
kapa.ai
kapa.ai2mo ago
Let me check the knowledge base for you again. One moment! :books: ---------------------- The error message you're seeing typically occurs when Unity is unable to find a .meta file for an asset. .meta files are used by Unity to store import settings and other information about assets. In your case, the asset in question is Normal.Realtime.sln, which is part of the Normcore package. This file is located in an immutable folder, meaning it's part of a package and should not be modified. Here are a few steps you can take to resolve this issue: 1. Reimport the Normcore package: This can be done by going to the Unity Package Manager, finding the Normcore package, and clicking the "Reimport" button. This should force Unity to regenerate the .meta file for the Normal.Realtime.sln asset. 2. Delete and reinstall the Normcore package: If reimporting doesn't work, you can try deleting the Normcore package and then reinstalling it. This can be done from the Unity Package Manager. Be sure to back up any important data before doing this, as deleting the package will remove all of its contents. 3. Check your Unity version: Ensure that you're using a version of Unity that is compatible with the version of the Normcore package you're using. You can check the Normcore documentation (https://normcore.io/documentation/essentials/getting-started) for information on which versions of Unity are supported. If none of these steps resolve your issue, I recommend reaching out to the Normcore community on their Discord (https://normcore.io/documentation/essentials/common-questions#does-normcore-support-x-y-z) for further assistance. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai2mo ago
<@1124402583155511357> Kapa.ai is still learning and improving, please let me know how I did by reacting below.
waterwarp (🇳🇱)
I've experienced that while still using the older Avatar SDK, I still got issues like these after my Quest system has had its latest update (the one using the new avatar system). Does your device also happen to already use the new avatars?
marvinrando
marvinrando4w ago
@kapa.ai how can i allow users to block other users in my Oculus Quest 2 project via Normcore
kapa.ai
kapa.ai4w ago
Let me check the knowledge base for you again. One moment! :books: ---------------------- To implement a user blocking feature in your Oculus Quest 2 project using Normcore, you'll need to create a custom solution as Normcore doesn't provide a built-in blocking system. However, you can leverage Normcore's ownership and networking features to achieve this functionality. Here's a high-level approach you could consider: 1. Create a custom component to manage user blocking: You'll need to create a custom RealtimeComponent that stores a list of blocked user IDs for each player. This component should be attached to each player's avatar or a dedicated manager object. 2. Use Normcore's ownership system: Utilize Normcore's ownership system (https://normcore.io/documentation/room/ownership-and-lifetime-flags#ownership) to ensure that only the local player can modify their own block list. This prevents other players from maliciously altering someone else's block list. 3. Implement blocking logic: When a player blocks another user, add the blocked user's ID to the custom component's block list. You can use Normcore's networking features to synchronize this information across all clients. 4. Handle blocked users: In your game logic, check the block list before allowing interactions between players. For example, you might disable voice chat, hide avatars, or prevent other interactions between blocked users. 5. Persist block lists: Consider using Normcore's datastore (https://normcore.io/documentation/architecture/client#datastore) to persist block lists between sessions, so players don't have to reblock users every time they join. Here's a basic example of how you might structure your custom blocking component:
using Normal.Realtime;
using System.Collections.Generic;
using UnityEngine;
public class PlayerBlockList : RealtimeComponent
{
[RealtimeArray()] private List<string> _blockedUserIDs = new List<string>();

public void BlockUser(string userID)
{
if (!_blockedUserIDs.Contains(userID))
{
_blockedUserIDs.Add(userID);
}
}

public void UnblockUser(string userID)
{
_blockedUserIDs.Remove(userID);
}

public bool IsUserBlocked(string userID)
{
return _blockedUserIDs.Contains(userID);
}
}
using Normal.Realtime;
using System.Collections.Generic;
using UnityEngine;
public class PlayerBlockList : RealtimeComponent
{
[RealtimeArray()] private List<string> _blockedUserIDs = new List<string>();

public void BlockUser(string userID)
{
if (!_blockedUserIDs.Contains(userID))
{
_blockedUserIDs.Add(userID);
}
}

public void UnblockUser(string userID)
{
_blockedUserIDs.Remove(userID);
}

public bool IsUserBlocked(string userID)
{
return _blockedUserIDs.Contains(userID);
}
}
Remember to implement appropriate UI for users to block/unblock others, and integrate this system with your existing player management and interaction systems. For more information on creating custom RealtimeComponents and working with Normcore's networking features, refer to the Normcore documentation (https://normcore.io/documentation/). If you need further assistance or have more specific questions about implementing this feature, consider reaching out to the Normcore community on their Discord (https://normcore.io/discord) or forum (https://forum.normcore.io/). ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai4w ago
<@1124402583155511357> Kapa.ai is still learning and improving, please let me know how I did by reacting below.
marvinrando
marvinrando3w ago
@Normcore Assistant using Normcores AvatarSDKManagerMeta my meta avatar is instaniating with no head
kapa.ai
kapa.ai3w ago
Let me check the knowledge base for you again. One moment! :books: ---------------------- I'm sorry to hear that you're experiencing issues with your Meta Avatar instantiating without a head when using Normcore's AvatarSDKManagerMeta. This is an unusual problem, but let's try to troubleshoot it based on the information available in the Normcore documentation. 1. First, ensure that you've correctly set up the Meta Avatars as described in the Meta Avatars Setup guide (https://normcore.io/documentation/guides/meta/meta-avatars-setup). This includes importing the "Meta Avatars" sample, adding the "AvatarSDKManagerMeta" prefab to the scene, and adding your App Key to the Realtime component. 2. Check that you're using the correct prefab. The guide mentions using the "Realtime + Meta Avatar Player" prefab. Make sure this prefab is correctly placed in your scene and that it hasn't been modified unintentionally. 3. Verify that the MetaAvatar component is properly set up on your avatar prefab. As mentioned in the Meta Avatars Customization guide (https://normcore.io/documentation/guides/meta/meta-avatars-customization), the MetaAvatar component should be on the root Game Object of your avatar prefab. It includes a button to "Set Up Meta Avatar" which configures all necessary components. 4. Ensure that the Local Avatar and Remote Avatar prefabs are correctly referenced in the MetaAvatar component. These prefabs are provided as part of the Normcore Meta XR package. 5. Check that your avatar prefab is in a Resources folder so it can be instantiated at runtime, as mentioned in the customization guide. 6. Make sure that the RealtimeAvatarManager component has the correct reference to your Local Avatar Prefab. If you've verified all these points and are still experiencing the issue, it might be a problem with the Meta Avatar SDK itself or how it's interacting with Normcore. In this case, I recommend reaching out to the Normcore community on their Discord (https://normcore.io/discord) for more specific assistance. They may have encountered similar issues and can provide more targeted troubleshooting steps. Remember, when dealing with avatar systems, especially those that integrate multiple SDKs like Normcore and Meta's Avatar SDK, issues can sometimes be complex and require detailed investigation. Don't hesitate to seek direct support from the Normcore team if you continue to face difficulties. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai3w ago
<@1124402583155511357> Kapa.ai is still learning and improving, please let me know how I did by reacting below.
marvinrando
marvinrando3w ago
@maxweisel I need some help here please. Using Normcore Meta XR (AvatarSDKManagerMeta - Realtime + Meta Avatar Player) Turns out my Meta avatar is trying to load as I see my hands (skin tone) and top that I have on my avatar, however the head is not visible. I followed all the instruction to a T and have also sucsessfully done this in a nother project. Not quite sure what I might have missed and it's racking my brain. I'ts like when you use the Meta Avatar SDK and forget to change the 'First Person' if you know what I mean. Maybe I need new glasses or I'm seriously loosing it. Please help. And for the recored, yes I have avatars set up in my meta hub, I have the entitlement check in my scene. Like i said, the avatar is not that standard blue when you're not set up right, I have my hands and outfit, just not my head. Thanks!
NormalMark
NormalMark3w ago
Hey, do you know if the avatar being loaded is v1.0 or v2.0 type of avatar? We're currently working on adding support for the v2.0 avatars that Meta released recently. It's expected that they might not load/render properly at the moment.
marvinrando
marvinrando3w ago
I'm using the Meta Avatar Player located in Normcore Meta XR>1.0.0>MetaAvatars>Meta Avatar Player>Resources: As for the Meta Avatars SDK I did not install the recent update with 'Full Bodies' if that is what you are asking. So in short, I'm saying v1.0
NormalMark
NormalMark3w ago
Honestly not sure. I assume you already checked all the render flags on the avatar component and stuff like that. Fwiw we're trying to ship Avatars 2.0 as soon as possible and I'm hoping the upgrade resolves this issue. Unless there's anything keeping you on 1.0 aside from us? Going forward I'm also considering shipping an entire sample project, so there's always a working project users can reference. Meta Avatars SDK has a lot of ever-changing dependencies and configurations, it'll be good to have a reference project where all of it works out of the box.
marvinrando
marvinrando3w ago
Hey, the issue is my mirror so I had a few folks join me and we do in fact have heads lol, so I changed the local and remote to third person, now I see my head in the mirror however we all see each other in T pose with our backs to each other. Can you help with that?
kapa.ai
kapa.ai2w ago
Let me check the knowledge base for you again. One moment! :books: ---------------------- This issue with remote Meta avatars appearing in T-pose is a common problem that can occur when using Meta avatars with Normcore. Here are some steps you can take to try and resolve this issue: 1. Check your avatar setup: Ensure that you've correctly set up the Meta Avatars as described in the Meta Avatars Setup guide (https://normcore.io/documentation/guides/meta/meta-avatars-setup). Make sure you've added the "AvatarSDKManagerMeta" prefab to the scene and that your "Realtime + Meta Avatar Player" prefab is correctly configured. 2. Verify the MetaAvatar component: As mentioned in the Meta Avatars Customization guide (https://normcore.io/documentation/guides/meta/meta-avatars-customization), ensure that the MetaAvatar component is properly set up on your avatar prefab. It should be on the root Game Object of your avatar prefab, and you should have used the "Set Up Meta Avatar" button to configure all necessary components. 3. Check RealtimeTransform components: Make sure that you have RealtimeTransform components on both the root of your avatar prefab and on the individual body parts that need to be synchronized (like head and hands). These components are crucial for properly synchronizing the avatar's movements across the network. 4. Verify avatar instantiation: Ensure that your avatar prefab is being instantiated correctly at runtime. It should be in a Resources folder so that it can be instantiated properly. 5. Check for animation conflicts: If you have any custom animations on your avatar, make sure they're not conflicting with the Meta Avatar's built-in animations. 6. Update Normcore and Meta XR packages: Ensure that you're using the latest versions of both the Normcore and Meta XR packages. Sometimes, issues like this can be resolved by updating to the latest versions. If you've checked all these points and are still experiencing issues, it might be worth reaching out to the Normcore community on their Discord (https://normcore.io/documentation/essentials/common-questions#does-normcore-support-x-y-z) for more specific assistance. They may have encountered similar issues and can provide more targeted troubleshooting steps. Remember, integrating multiple SDKs like Normcore and Meta's Avatar SDK can sometimes lead to complex issues. Don't hesitate to seek direct support from the Normcore team if you continue to face difficulties. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai2w ago
<@1124402583155511357> Kapa.ai is still learning and improving, please let me know how I did by reacting below.
chickylittle
chickylittle2w ago
Hi. I checked and have the same dependencies as above and I'm also having the same problem as @marvinrando where others see avatars blue and in T pose. Any help please?
NormalMark
NormalMark2w ago
Hey, we're currently working on the 2.0 update which will fix this issue.
chickylittle
chickylittle2w ago
Just to be clear, is the current implementation here no longer functional: https://normcore.io/documentation/guides/meta/meta-avatars-setup#install-the-normcore-meta-xr-package
Meta Avatars Setup | Normcore Documenation
Normal and Meta have worked together to provide rich prebuilt avatars that work with Normcore out of the box. This guide will demonstrate how to use the built-in MetaAvatar component to set up networked meta avatars with voice chat in a few minutes.
marvinrando
marvinrando2w ago
Just to be clear, Meta seems to have forced those v2 avatars on us and there is no way to revert. So now my project will have to do without Meta avatars until the 2.0 update? I mean it is what it is. Any ETA though?
NormalMark
NormalMark2w ago
Hey, This is a preview version of the Meta Avatars integration update that we're working on. While it's not 100% ready, it's good enough to unblock those who are eager to test the new avatars. We're also open to user feedback on it. The user guide (https://normcore.io/documentation/guides/meta/meta-platform-prerequisites) is still mostly accurate. The only differences are: * Our package now depends on a sample from the Meta Avatars SDK package (for leg animation scripts and animations among other things). We automatically prompt to import the sample. * We're using the AvatarSdkManagerStyle2Meta prefab that comes from the sample instead of the AvatarSDKManagerMeta that we used to bundle. You may need to re-create the manager in your scenes (using the "MetaAvatarsSDK/Normcore/Create AvatarSDKManager" menu). * The avatar prefabs that we bundle depend on the Meta sample scripts directly instead of the scripts we used to bundle. This change will only affect projects with custom avatar prefabs. Otherwise it's an invisible change. We'll update the user guide closer to the official release.
Meta Platform Prerequisites | Normcore Documenation
If you've landed on this page, you're most likely using a feature such as Meta Avatars that relies on the Meta / Oculus platform to be configured correctly first. This guide serves as a quick overview on how to set up your project quickly and avoid common pitfalls.
NormalMark
NormalMark2w ago
@marvinrando @chickylittle @waterwarp (🇳🇱) @Robi🐋 @Malintis
marvinrando
marvinrando2w ago
The issue I am facing remains. The remote avatars are in T-pose. Any help with this will be great.
No description
No description
waterwarp (🇳🇱)
That's awesome Mark. I'll test it tomorrow. removed the old normcore meta avatar package, placed what's in the zip in the project/packages folder, but the project returns this critical error: Packages\com.normalvr.normcore.meta.xr\Normal.Meta.XR.Editor\Avatar\SampleAutoInstaller.cs(71,43): error CS0117: 'PackageInfo' does not contain a definition for 'FindForPackageName' In the script, this happens when using Unity 2022.3 or newer, which I'm using. It's weird because FindForPackageName should indeed be known in 2022.3. Removing the if statement and using the approach meant for older version works and removes the error:
var assembly = Assembly.GetAssembly(typeof(Oculus.Avatar2.OvrAvatarEntity));
if (assembly == null) {
return null;
}

var packageInfo = PackageInfo.FindForAssembly(assembly);
if (packageInfo == null) {
return null;
}
var assembly = Assembly.GetAssembly(typeof(Oculus.Avatar2.OvrAvatarEntity));
if (assembly == null) {
return null;
}

var packageInfo = PackageInfo.FindForAssembly(assembly);
if (packageInfo == null) {
return null;
}
waterwarp (🇳🇱)
This is where I end up stuck. What could cause this? Seems at first glance like a missing texture but the default model color is set to blue rather than black. Also, very sporadically I see the proper textures flickering in. This does not happen with the previous version of the package.
No description
waterwarp (🇳🇱)
Fixed by replacing the Style2Meta avatar shader with the "Meta" one.
No description
waterwarp (🇳🇱)
and one minor bug.. with a static player (in my case with inactive player controllers), the avatar will still snap rotate when moving the left Touch thumbstick 🙂
Mechabit
Mechabit6d ago
you mean the left stick acts like the right stick? probably a input action settings issue I think the default actions take inputs from all joysticks
waterwarp (🇳🇱)
oh no I mean I have no active playercontrollers so rotation (or walking) shouldn't be possible in this scene. The player doesn't rotate when using the thumbstick, but the avatar does (not in the old package)
NormalMark
NormalMark5d ago
Hey waterwarp, thanks for testing it out. Glad you were able to get up and running! I'll fix the FindForPackageName issue The snap turn is coming from MecanimLegsAnimationController.cs: you can comment out the UpdateInput function to remove the snap turn. This is a file distributed with the Meta sample. Solving the snap turn issue somehow is the last thing on our plate for this update. It gets tricky because this file is coming from Meta's package, not ours. (We don't want users to have to patch the file)
waterwarp (🇳🇱)
Ah I see. Avatars with legs is an awesome update by Meta but they are still pretty finicky to work with This is also on Meta's side. The style 2 shaders seem URP only and I'm using built in pipeline. A durable fix that doesn't require tweaking around in package files is making a copy of the two "metastyleshader2configuration" files in the asset folder, set both their shaders to Avatar/Meta, and use those configs in the avatar shader manager component.
NormalMark
NormalMark4d ago
Ah ok you mean to preserve backwards-compatibility? So that the "old" prefab is updated automatically when our package is updated?