The Oculus Avatar SDK assists developers with implementing social presence and hand presence for Gear VR and for Oculus Rift and Touch controllers. With the Avatar SDK, it is easy to bring the avatar appearance users create in Oculus Home into your own applications and make them viewable by other users. Avatars also include hand presence for Touch, letting you integrate Touch interaction into your app.
Includes Unity and native C/C++ support for both Rift and Gear VR.
For more information, see the Avatar SDK Developer Guide.
Added support for the Gear VR Controller in Unity and native apps. Add the Gear VR Controller to your scene using the steps described in the Unity (Gear VR) Getting Started and the native Adding C++ Avatar Support page.
The Unity editor may seem unresponsive and stuck on AvatarSurfaceShaderSelfOccluding.shader for several minutes when importing the Avatar SDK Unity package. Allow time for the import process to complete and the Unity editor will become responsive again.
When importing the ovrAvatar Unity package, you'll have the option to import the Social Starter sample (selected by default). The Social Starter also requires that you import and use the Platform SDK. You may receive errors from the Unity editor if you import the Avatar package before the Platform package. To resolve, follow the steps for Unity configuration on the Platform SDK Development Environment and Configuration page.
Gear VR developers using the Unity Social Starter app may experience a height issue, avatars that are too tall, if they add a height offset to the default avatar height.