Hello everyone!
I want to implement multi-user functionality using Photon with Ready Player Me.
So, I imported the “rpm-unity-sdk-photon-support”.
However, when I enter the AvatarControl scene, input my avatar URL, and load it, I get the following error:
“SkinnedMeshRenderer: Rendering stopped because the data for mesh ‘SkinnedMesh_Avatar’ on Game Object ‘Renderer_Avatar’ does not match the expected mesh data size and vertex stride.”
I don’t understand why this error is happening — I really need help!!!
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Hello @Jean-Philippe_Ouraga,
Can you confirm that both Photon Unity Networking 2 (PUN2) and Ready Player Me Core are installed? (As mentioned in the requirements of the SDK you shared)
Also, could you specify which versions of Unity and the SDKs you are using?
Hello @Amel_RPM ,
Thank for your reply !!
I am indeed using Photon Networking 2 (PUN2) as well as Ready Player Me Core, and both are properly installed.
Here are the versions I am using:
- Unity: version 2022.3.55f1
- Photon Networking 2 (PUN2): version 0.3.2
- Ready Player Me Core: version 7.4.0
I’m really counting on your help, as I’ve been searching everywhere without finding a solution.
In the image, there is an “Update” button for Photon, but it doesn’t work. When I click on it, it starts loading but doesn’t actually update anything. This button has been there ever since I installed Photon.
I’m attaching screenshots below.
The issue you are facing is most probably a misalignment between what the system is expecting to receive as mesh data and what it is actually loading for the avatar, most likely because of incompatibility between the Ready Player Me (RPM) avatar and the Photon Unity SDK or its SkinnedMeshRenderer component. This happens when the mesh data of the avatar (vertices or bone layout) is not compatible with what the system expects. To correct this, attempt to make sure that the RPM avatar is properly set up for Unity and ensure that you are utilizing the most recent build of the RPM Unity SDK compatible with the Photon integration. You should also confirm that the avatar URL is a correctly formatted, fully-loaded avatar model.
Hello team,
After several days of searching, I’ve finally found the solution.
The issue was actually coming from Ready Player Me Studio, specifically from the avatar’s “Body Type” setting. I had selected “Full Body XR (Beta)” instead of “Full Body”, which is why the mesh transfer kept failing.
Thank you for your support.
That said, I still have a few questions:
How can I change the “Body Type” of avatars that were already created with the “Full Body XR (Beta)” option? Since my app is already in production, this might cause errors with existing avatars.
Also, should I understand that Photon RPM doesn’t support Full Body XR avatars?
If so, what’s the best way to handle multi-user functionality for my VR application?