Unity Developer Guide - Mobile

The Oculus Integration for Unity package contains several Oculus Avatar prefabs you can drop into your existing Unity projects. This guide shows you how to start using them.

Configure the Unity Editor

Setup includes importing the Oculus Unity packages and also setting up Unity for Android development and debugging.

  1. Create a new project in Unity.
  2. Click File > Build Settings and select Android. Download and install Unity Android Support and then restart Unity if necessary.
  3. Click Switch Platform to switch to Android platform.
  4. Click Add Open Scenes.
  5. Set Texture Compression to ASTC.
  6. Click Edit > Project Settings > Player, click the little Android Settings robot, and then set the following options:
    • Select the Virtual Reality Supported check box.
    • In Bundle Identifier, enter a unique package name.
    • Set Minimum API Level to Android 5.0 ‘Lollipop’ (API level 21).
    • Set Install Location to Automatic.
  7. There are two ways to import the Oculus APIs into the Unity Editor. You can either:
    • Navigate to the Oculus Integration page and select Import.
    • In the Editor, select the Asset Store tab, Search for “Oculus Integration”, and select Import.
  8. From Oculus > Avatars > Edit Settings, add a valid Oculus Rift App Id.

Note: During development, a valid App ID is not required, but highly recommended. You may ignore any No Oculus Rift App ID warnings you see during development. While an App ID is required to retrieve Oculus Avatars for specific users, you can prototype and test experiences that make use of Touch and Avatars with just the default blue Avatar.

Adding the VR Camera

Because the Avatar has a default height of 170 cm, we must raise our VR camera rig to the same height.

  1. Delete Main Camera from your scene and then drag OVRCameraRig from Assets > Oculus > VR > PreFabs.
  2. Set the Position transform on OVRCameraRig to X:0, Y:1.70, Z:0.

Adding an Avatar

As the player cannot see his or her own Avatar, all mobile Avatars should all be of the “third person” type. To make sure the Avatar is visible, place it 50 cm in front of the camera and rotate it 180 degrees so that its front faces us.

Note: The “Local” in the prefab name “LocalAvatar” refers to how the Avatar object gets its motion data. “Local” means the avatar object is driven by the local headset orientation.

  1. Drag Assets > Oculus > Avatar > Content > Prefabs > LocalAvatar to the Hierarchy window.
  2. In the Inspector, clear the Show First Person check box and select the Show Third Person check box.
  3. Set the Position transform on LocalAvatar to X:0, Y:0, Z:0.50.
  4. Set the Rotation transform on LocalAvatar to X:0, Y:180, Z:0.
  5. Click File > Build & Run to build an .apk from this scene and have Unity launch it on your Android device.

Add an Avatar with the Oculus Go Controller

In addition to the steps above, select the Start With Controllers check box in the Inspector. If a controller is connected as the main controller, the controller will be rendered in the scene with the corresponding hand animations.

Loading Personalized Avatars

You can replace the default blue avatar with a personalized Avatar using the Oculus Platform package. The base Avatar SDK OvrAvatar.cs class is already set up to load the Avatar specifications of users, but we need to call Oculus Platform functions to get valid user IDs.

After getting a user ID, we then can set the oculusUserID of the Avatar accordingly. The timing is important, because we have to set the user ID before the Start() function in OvrAvatar.cs gets called.

Note: For security reasons, Oculus Avatars and Oculus Platform must be initialized with a valid App ID before accessing user ID information. You can create a new application and obtain an App ID from the developer dashboard. For more information, see Oculus Platform Setup.

The example below shows one way of doing this. It defines a new class that controls the platform. After modifying the sample with our new class, the Avatar SDK shows you the personalized Avatar of the current Oculus Home user instead of the default blue Avatar.

  1. Import the Oculus Integration for Unity package into your Unity project.
  2. Specify valid App IDs for both the Oculus Avatars and Oculus Platform plugins:
    • Click Oculus > Avatars > Edit Settings and paste your App ID into the field.
    • Click Oculus > Platform > Edit Settings and paste your App ID into the field.
  3. Create an empty game object called <objectname>:
    • Click GameObject > Create Empty.
    • Rename the game object <objectname>.
  4. Click Add Component, enter New Script in the search field, and then select New Script.
  5. Name the script <filename> and set Language to C Sharp.
  6. Save the text below as Assets\filename.cs.

    using UnityEngine;
    using Oculus.Avatar;
    using Oculus.Platform;
    using Oculus.Platform.Models;
    using System.Collections;
    public class &lt;classname&gt; : MonoBehaviour {
        public OvrAvatar myAvatar;
        void Awake () {
            Oculus.Platform.Request.RunCallbacks();  //avoids race condition with OvrAvatar.cs Start().
        private void GetLoggedInUserCallback(Message&lt;User&gt; message) {
            if (!message.IsError) {
                myAvatar.oculusUserID = message.Data.ID.ToString();
  7. In the Unity Editor, select the game object you created from the Hierarchy. The My Avatar field appears in the Inspector.
  8. Drag LocalAvatar from the Hierarchy to the My Avatar field.

Handling Multiple Personalized Avatars

In a multi-user scene where each Avatar has different personalizations, you already have the user IDs of all the users in your scene because you had to retrieve that data to invite them in the first place. Set the oculusUserID for each user ‘s Avatar accordingly.

If your scene contains multiple Avatars of the same person, such as in our LocalAvatar and RemoteLoopback sample scenes, you can iterate through all the Avatar objects in the scene to change all their oculusUserID values. Here is an example of how to modify the callback of our new class to personalize the Avatars in those two sample scenes:

using UnityEngine;
using Oculus.Avatar;
using Oculus.Platform;
using Oculus.Platform.Models;
using System.Collections;

public class &lt;classname&gt; : MonoBehaviour {

    void Awake () {
        Oculus.Platform.Request.RunCallbacks();  //avoids race condition with OvrAvatar.cs Start().

    private void GetLoggedInUserCallback(Message&lt;User&gt; message) {
        if (!message.IsError) {
            OvrAvatar[] avatars = FindObjectsOfType(typeof(OvrAvatar)) as OvrAvatar[];
            foreach (OvrAvatar avatar in avatars) {
                avatar.oculusUserID = message.Data.ID.ToString();

Implementing Subtle Mouth Movement

Avatars now implement a simple vertex offset to drive subtle mouth movement, providing a more natural feel than the previous “mouth ripple” visualization. The vertex shader animates the vertices around the mouth area according to the _Voice value. This should be set according to local microphone value range between 0-1.

public virtual void Update()
        // Look for updates from remote users

        // update avatar mouths to match voip volume
        foreach (KeyValuePair&lt;ulong, RemotePlayer&gt; kvp in remoteUsers)
            float remoteVoiceCurrent = Mathf.Clamp(kvp.Value.voipSource.peakAmplitude * VOIP_SCALE, 0f, 1f);
            kvp.Value.RemoteAvatar.VoiceAmplitude = remoteVoiceCurrent;

        if (localAvatar != null)
            localAvatar.VoiceAmplitude = Mathf.Clamp(voiceCurrent * VOIP_SCALE, 0f, 1f);

Ensuring Proper Lighting

Dynamic lighting of your Avatar ensures that your user’s Avatar looks and feels at home in your scene. The primary light in your scene is used to calculate lighting.

For optimal performance on mobile, you would generally want to bake lighting and have only a small number of dynamically “lit” objects, such as Avatars. You would then have a single directional light in your scene enabled.

If you must have multiple real-time light sources, which is highly discouraged, you can set the primary light source in Unity’s lighting settings.

The _Cubemap texture is designed to work with reflection probes and applies the reflection according to the alpha channel of the roughness map.

Avatar Prefabs

The Oculus Integration for Unity package contains two prefabs for Avatars: LocalAvatar and RemoteAvatar.

They are located in Assets > Oculus > Avatar > Content > Prefabs. The difference between LocalAvatar and RemoteAvatar is in the driver, the control mechanism behind Avatar movements.

The LocalAvatar driver is the OvrAvatarDriver script, which derives Avatar movement from the logged-in user’s controllers and HMD.

The RemoteAvatar driver is the OvrAvatarRemoteDriver script, which gets its Avatar movement from the packet recording and playback system.

Getting the Position of Avatar Components

You can use our accessor functions to get the transforms for the Avatar hands and mouth without having to walk the hierarchy.

You can specify the hand and joint you want and then use GetHandTransform() to get its transform.

public Transform GetHandTransform(HandType hand, HandJoint joint)

The enums for HandType are:

  • Right
  • Left

The enums for HandJoint are:

  • HandBase
  • IndexBase
  • IndexTip
  • ThumbBase
  • ThumbTip

You can also get the forwards and upwards directions of an Avatar hand as a vector so you know where the hand is pointing. Use GetPointingDirection(). Forwards and Up are perpendicular to each other.

public void GetPointingDirection(HandType hand, ref Vector3 forward, ref Vector3 up)

To get the transform of the Avatar’s mouth, use GetMouthTransform(). This is useful when you want to spatialize Avatar speech as point-source audio located at the mouth.

public Transform GetMouthTransform()

Expressive Features

Expressive features give Avatars more advanced facial geometry that allows for realistic and nuanced animation of various facial behaviors. Expressive features increase social presence and make interactions seem more natural and dynamic. The following facial behaviors are available for Avatars:

  • Realistic lip-syncing powered by Oculus Lipsync technology.
  • Natural eye behavior, including gaze dynamics and blinking.
  • Ambient facial micro-expressions when an Avatar is not speaking.

For more information, see Expressive Features for Avatars - Unity.

Switching Between Transparent and Opaque Render Queues

The Use Transparent Render Queue option allows you to switch between the transparent and opaque render queues. By default, this option is enabled and the transparent queue is used. This must be set before runtime, and you must restart for changes to take effect. Using the opaque render queue eliminates the need for blending, and thus reduces overdraw.

Testing Your Integration

Once you’ve completed your integration, you can test by retrieving some Avatars in-engine. Use the following user IDs to test:

  • 10150022857785745
  • 10150022857770130
  • 10150022857753417
  • 10150022857731826


Issue: On Mobile, Avatars are translucent and do not move.

Select Edit > Project Settings > Player Settings. Under Android settings, uncheck Auto Graphics API and make sure that only OpenGLES3 is present in the list that appears.