mindgeekM
Normal14mo ago
23 replies
mindgeek

Per-platform avatar prefabs?

My game is cross platform between VR and WebGL, so currently when a VR avatar prefab is spawned through the RealtimeAvatarManager on WebGL side, it has a bunch of unnecessary VR scripts on it.

My current solution is to delete those scripts on WebGL side when the avatar is spawned. This works, but it still requires those scripts to be included in the WebGL build (Using OVR and Autohand, it adds up to quite a bit). Is there a better way to have a VR avatar prefab that is unique to each platform?

My initial thought is to use asset bundles, but not sure how that would work with RealtimeAvatarManager.
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