Oculus Avatar SDK 1.26.0

The Oculus Avatar SDK assists developers with implementing social and hand presence for Gear VR, Oculus Go, 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 mobile.

For more information, see the Avatar SDK Developer Guide 1.26.

New Features

Oculus Avatars have been updated with a new look and feel that provides users more ways to express themselves and a better visual fit for the aesthetic of many VR worlds. The SDK update is backward compatible and continues to support the older visual style for users who haven't yet updated.

A new editing experience has been launched with Oculus Go, which is also live on Gear VR. A similar update is coming to PC soon.

The updated look and feel uses a reference physically based renderer on Rift, allowing us to deliver an Avatar that fits much better into the game world and lighting.

A lightweight mobile shader has been created, which achieves much of the full PBR with drastically reduced compute.

Under the hood, avatar meshes are now combined within the SDK, with the resulting avatar requiring a single draw call per eye and lower GPU/CPU overhead overall from the shader.

The mobile shader now includes subtle mouth movement that can be wired to VoIP. Coming soon to PC.

Unity developer integration has been updated to make testing and development between PC and mobile more consistent. Your Android build configuration uses mobile meshes and forces ASTC textures while in the Unity editor to help match the assets seen on device.

Bug Fixes

Shader import issues that were resulting in long wait times in Unity have been eliminated.

Known Issues