Hello,
I am working on developing a VR multiplayer game using Ready Player Me (RPM) avatars and Fusion 2 for networking. However, we’ve encountered a challenge with applying the Meta Movement SDK’s full-body rig builder to the RPM avatars that are loaded at runtime. Our goal is to enable realistic avatar movement in the VR environment.
Additionally, since Fusion 2 requires a prefab to generate avatars on the network, we’re uncertain how to proceed with converting the runtime-loaded RPM avatars into prefabs that can be utilized by Fusion 2.
Here are the specific issues we’re facing:
- Meta Movement SDK Rig Integration: How can we apply the Meta Movement SDK full-body rig setup to RPM avatars that are loaded at runtime? We aim to achieve seamless and realistic full-body movements for the avatars in our VR multiplayer game.
- Fusion 2 Prefab Generation: Given that Fusion 2 necessitates using a prefab for network generation, what is the best approach to create a prefab from an RPM avatar that is loaded at runtime? This step is crucial for our multiplayer setup.
We are using AvatarCreatorSamples to load player .
We believe resolving these challenges will significantly streamline the use of RPM avatars in our project. Any guidance, tutorials, or insights on achieving these integrations would be greatly appreciated.
Thank you in advance for your help and suggestions.