Oculus Avatars provide a powerful and flexible way to increase presence within VR apps.
Avatars deliver true social presence with persistent identities you can take with you across the Oculus ecosystem. Bring other users’ Avatars into your app, game, or experience so players can feel like themselves and recognize their friends.
Avatars also provide hand presence for Touch controllers, letting you integrate Oculus Touch interaction into Rift apps. Integrating Touch enables users to interact with their environment and enhance their perception of themselves within your virtual world.
In May 2018, with the launch of Oculus Go, Oculus released a new visual style for Avatars. This update provides a new look and feel that provides users more ways to express themselves and an updated visual fit for the aesthetic of the many VR worlds.
Integrations for the initial version of the new Avatars are currently available for Unity and Unreal. Sample code for native C++ will be coming soon.
Cross-Platform Avatar Support - Dependencies on the Oculus runtime have been removed, and Oculus Avatars can now be used on any platform that can use the Avatar SDK. For more information, see the Cross-Platform Avatar Support section of Unity Developer Guide - Rift and the new CrossPlatform Unity sample included with the SDK.
Unreal Documentation Updates - Unreal documentation has received general updates. See Unreal Getting Started - Rift to view the updated content.
Avatars are not yet supported on the newly released Unreal Engine 4.21.
This guide will review how to integrate the new Avatars into your app. Legacy integrations will continue to serve the old style of Avatars if you choose not to upgrade your app. Please see the Legacy Avatar 1.0 SDK Development Guide for information about the previous iteration of the Avatar SDK.
Updating your Integration
If you’ve previously integrated the Avatar SDK, please see the Avatars Upgrade Guide for information about how to quickly update your integration.