Avatars of other players are floating above the floor
On the Meta Avatar when the players are now too far above the floor. It looks like from my view I am into the floor but other players in my instance look like this above the floor even when I adjust the camera rig. Can anybody help?
5 Replies
Hi @Rex G. I'm kapa.ai, your friendly support bot. I will try to answer your question by searching through the knowledge base. :wave:
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It sounds like you're experiencing an issue where remote Meta Avatars appear to be floating above the floor, even though your own avatar appears correctly positioned from your perspective. This is a common issue in networked XR applications and is often related to how avatar transforms are synchronized and how the camera rig is set up.
Based on the knowledge sources:
1. Camera Rig and Avatar Transform Sync: If you are using a custom camera rig or a plugin like VRIK, you need to ensure that the rig is correctly wired up to the RealtimeAvatarManager’s Root, Head, and Hand transform inputs. This ensures that the avatar's position and orientation match the camera rig, not just the default Unity XR APIs. If this wiring is incorrect or inconsistent across clients, avatars may appear at the wrong height or position for other players, even if they look correct locally. Double-check that your camera rig is properly connected to the RealtimeAvatarManager as described in the documentation:
Meta Avatars Setup 3. Locomotion and Leg Animation: If you are using the LocomotionLegAnimationDriver or similar components, ensure that their settings (Track Position, Track Rotation) are appropriate for your locomotion scheme. Incorrect settings here can also cause visual discrepancies in avatar positioning.
Meta Avatars Customization Troubleshooting Steps: - Verify that your camera rig’s root, head, and hands are correctly assigned to the RealtimeAvatarManager. - Ensure all clients are using the same avatar prefab and that it is set up identically. - Check for any additional transforms or offsets applied to the avatar prefab or camera rig that might not be synchronized across the network. - If you are using custom locomotion or animation drivers, test with them disabled to see if the issue persists. If after these checks the problem remains, consider reaching out to the Normcore community on their Discord for further assistance, as there may be project-specific factors at play. Let me know if you need more detailed setup steps or have additional information about your project setup! ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
If you are using a plugin like VRIK and your avatar setup uses a camera rig, you’ll need to wire it up to RealtimeAvatarManager’s Root, Head, and Hand transform inputs. This will ensure that your RealtimeAvatar instance matches the transforms of your camera rig instead of using the default Unity XR APIs.Common XR Questions 2. Meta Avatar Setup: When using Meta Avatars, make sure you have followed the setup instructions, including using the provided prefabs and ensuring the avatar prefab is correctly configured and referenced by the RealtimeAvatarManager. The prefab should be in a Resources folder and set as the Local Avatar Prefab in the manager. Any customizations to the avatar or camera rig should be tested to ensure they do not introduce offsets or mismatches in transform synchronization between clients.
Meta Avatars Setup 3. Locomotion and Leg Animation: If you are using the LocomotionLegAnimationDriver or similar components, ensure that their settings (Track Position, Track Rotation) are appropriate for your locomotion scheme. Incorrect settings here can also cause visual discrepancies in avatar positioning.
Meta Avatars Customization Troubleshooting Steps: - Verify that your camera rig’s root, head, and hands are correctly assigned to the RealtimeAvatarManager. - Ensure all clients are using the same avatar prefab and that it is set up identically. - Check for any additional transforms or offsets applied to the avatar prefab or camera rig that might not be synchronized across the network. - If you are using custom locomotion or animation drivers, test with them disabled to see if the issue persists. If after these checks the problem remains, consider reaching out to the Normcore community on their Discord for further assistance, as there may be project-specific factors at play. Let me know if you need more detailed setup steps or have additional information about your project setup! ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
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Here is a video of my where my OVR Camera Rig Starts which is what I need then it goes up above the floor when the Meta Avatar loadss
This would be a better help
I'm not sure to be honest. Meta Avatars latest version messed up a ton of stuff. They force everyone to be the same height which messes everything up. Do you have access to the Meta First Access forums? I know there's a lot of discussion there about how Meta should fix this because it's plaguing tons of titles.