Avatar loading issues
Errors and known issues.
Last updated
Errors and known issues.
Last updated
If avatar loading works in the Unity Editor but not in the built application, the glTFast shaders are likely missing. To fix this, add them to the Preloaded Shaders list in the Graphics Settings.
In the Unity Editor, go to Edit > Project Settings > Graphics and find the Preloaded Shaders list. Add the glTFastShaderVariants collection as shown below.
As part of the Core 3.0.0 update, we added a Scripting Define symbol so that we can conditionally hide any code that references glTFast to prevent compilation errors when Ready Player Me Core is installed but glTFast is not. The Core package should automatically add this symbol but if you are having problems loading avatars in Editor you may need to manually add this scripting define symbol.
To add the Symbol:
Go to File > Build Settings > Project Settings > Player
Click on the tab for your target platform
Expand the Other Settings section
Look for the Scripting Define Symbols setting
Make sure it has READY_PLAYER_ME
and GLTFAST
Click Apply
Also, add to any other platforms as needed.
If you are getting errors when trying to load avatars with Use Mesh Opt Compression enabled shown below, it is most likely because you are missing the mesh opt decompression plugin.
To fix this:
Open the Unity Package Manager
Click the + icon and Add package by name
paste the package name com.unity.meshopt.decompress
in the text field and click add
After the import is complete try again to load the avatar.
You may also need to delete the previously loaded avatar so that it will reimport correctly after adding the meshopt package.