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Fusion Industries prototyping Addons

The avatar addon provides a common base to support avatar specific functionality and a simple avatar system which shows how to create an avatar system allowing users to customize their own avatar.

Avatar

The AvatarRepresentation class offers the following capabilities:

  • subscription to UserInfo change of either avatar's name or url
  • selection of the proper avatar system for a given URL
  • support for LOD (see "LOD Support" details below)
  • definition of common description of an avatar (color, hair, ...) through the IAvatar interface
  • broadcasting of avatar loading finished event on NetworkRig game object's children implementing IAvatarRepresentationListener (and also on HardwareRig's children, if a RigInfo system is in place to track the hardware rig reference).

LOD Support

A LODGroup can added as a sibling to AvatarRepresentation, and in this case, AvatarRepresentation offers those capabilities:

  • addition and removal of avatar systems' dynamically created renderers to the LODGroup
  • while an avatar is loading, or if an url is erroneous, show a higher level LOD (based on loadingMode, by default only for remote users)
  • control the activation or not of the LODGroup with the IgnoreDistance method

Avatar Representation listeners

The addon offers some components implementing IAvatarRepresentationListener and reacting to avatar loading.

Local avatar culling

The local avatar culling system aims at hiding an avatar for the local user. To do so, the camera stored in the hardware rig has its culling mask changed, to hide a layer, that will be applied to the avatar gameobject when it is associated to the local user.

Local avatar culling is done by adding a LocalAvatarCulling script on the HardwareRig game object.
Note that a RigInfo system is required for it to be functional, and so in addition to LocalAvatarCulling on the HardwareRig:

  • a RigInfo on the networkRunner game object
  • a RigInfoRegister on the NetworkRig game object and a RigInfoRegister on the HardwareRig game object

Hand representation managers

NetworkHandRepresentationManager and HardwareHandRepresentationManager are optional components that allow to manage online and offline representation of hands.

There purpose is mainly to be able to colorize the hand based on the avatar skin color received.

They also offer various options to determine the appearance logic of the offline and online hands, based on the connection status, the availability of hands in the loaded avatar system, and so on.

The hardware hand also has a decoration system, to have a part of the offline hands (typically, a watch) moved based on online data.
This is useful for special cases, like surfaces blocking the network hands: it ensures that the hardware hand decoration, if any, follows the network hand interpolation target (useful when the network hand interpolation target is manually changed - hand blocked, ...)

Low poly simple avatar

LowPolySimpleAvatar is in charge of configuring a low poly avatar (for the LODGroup) according to the avatar selected by the player (it can be a simple avatar model or a Ready Player Me model).

To do so, it uses the OnRepresentationAvailable callback of the AvatarRepresentation.
Then, materials for body, hair and clothes colors of the low poly avatar are configured according to the selected avatar.
Also, if the avatar model is a simple avatar, the hair mesh is configured with the hair LOD mesh corresponding to the simple avatar model.

Simple Avatar

Fusion Industries Addon Simple avatar

This addon includes a simple avatar system which shows how to create an avatar system allowing users to select the various parameters making up their avatar: skin color, clothes meshes, hair material, etc...

SimpleAvatar contains methods to:

  • change the avatar thanks to a new "simple avatar" URL
  • generate a random "simple avatar" model
  • configure a specific avatar parameters (hair, cloth, skin)
  • animate avatar's eyes and mouth

Also, it informs the AvatarRepresentation when a new simple avatar is loaded thanks to the RepresentationAvailable method.

Demo scene can be found in the Assets\Photon\FusionAddons\Avatar\Demo\Scenes\ folder.
So, to test simple avatars, open the AvatarLODSimpleAvatar scene.
When the user is spawned, select the SimpleAvatarNetworkRig(Clone) game object and change the UserInfo AvatarURL parameter.
For example, you can use the following URL : simpleavatar://?hairMesh=1&skinMat=2&clothMat=0&hairMat=0&clothMesh=1

Eye movement Simulation

To avoid an avatar to display static eye gaze, it is possible to use the eye movement simulation system. This system can move objects (avatar eyes) to track other objects having a GazeTarget on them.

To do so:

  • the scene must contains a GazeInfo component (which runs at regular interval the background thread determining the new targets to aim)
  • avatar object must hold a Gazer component, and provide eyes game objects to gazingTransforms (it is also possible to provide some rotation offset through gazingTransformOffsets)
  • optionally, to improve performances, it is possible to provide a RendererVisible to the Gazer component in the eyeRendererVisibility field: if the RendererVisble detect that the avatar renderer is not visible, eye simulation won't be run for this avatar

Oculus lip synchronization

Some avatar system will need advanced lip synchronization. To do so, the avatar addon includes a version of the Oculus Lipsync library, released under the Oculus Audio SDK license (https://developer.oculus.com/licenses/audio-3.3/) / Meta Platform Technologies SDK Licence Agreement (https://developer.oculus.com/licenses/oculussdk/) , and available in the Oculus Integration.

Dependencies

Text Mesh Pro (only used to display the user name plate)

Download

This addon latest version is included into the addon project

Supported topologies

  • shared mode

Changelog

  • Version 1.0.2: use NetworkString for UserName & AvatarURL
  • Version 1.0.1: fix namespace for LookAtCamera
  • Version 1.0.0: First release
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