Our existing network based app is using standard RPM avatars in Unity on WebGL. We had also added support for head and hands VR avatars in our app and are looking at replacing that with the new RPM XR avatars. We are looking for some guidance on the correct stragey for when to use the correct avatar type.
For the local player can we just use the new XR Avatar type for both use cases or do we need to support each type depending on what mode the app is in?
When spawning a remote copy of the player, do we also need to use the correct avatar type or an can just use the standard RPM avatar or XR RPM avatar for both use cases?
You can use the same application for both of the devices.
Avatar references will work, but the user needs to be logged into RPM account for this to work (or you need to set up your own account management with guest accounts to store the userIds, etc…)
after further experimentation I have some additional questions. Would you please calrify the relationship to the rpm domain, applicationid and the body type selected in that domain to the settings panel in the Unity project?
Are you limited to only one body type per domain?
I have an multiplayer application were a person maybe joining using webgl or webXR. I am not clear on how I need to handle the application settings to make sure they can generate an avatar of the correct body type when joined in one mode (lets say WebGL first) and then possibly, wanting to use the same avatar when joining using WebXR?