

If you need more than that, you can pay $500 a month for up to 25,000 avatars per month. If you need to create up to 6,000 avatars per month, you can use the service for $200 a month. However, I couldn’t try that myself since it seems that is only available on the paid version, as it lets you download phonemes.Īvatar SDK has different pricing models depending on what you need. To create and save your avatar in editor time, paste your avatar URL from the Ready Player Me website and click on the 'Load Avatar' button. The avatar is comprised of a base head mesh (and, from what I see, this app has a base head it uses to project all the selfies you upload) and the hair mesh, that seems to be generated on the fly (and has a 3d-scanned look to it).Īccording to the website, you can use your avatars with lip sync tools like Oculus LipSync or SALSA. To launch the Ready Player Me Unity Avatar SDK editor window within Unity, select ReadyPlayerMe in the Avatar Loader menu.

What this means is you can’t animate your avatars yourself, unless you go through the process of facial rigging. When you download the avatar, you get an. I have logged when the callbacks are called and I logged the UID of the local user when joining as well as the remote user when they join.I need to clarify avatars are not rigged, though. How do I troubleshoot? How do I even know if they are actually joining the same channel?Īny help would be appreciated and let me know if you need any more information. My OnJoinChannelSuccessCallback is being called when the localUser joins the channel, but when another user joins the same channel with the same app ID and token (I have double checked these), the OnUserJoinedCallback is not called however on the other users local machine the OnJoinChannelSuccessCallback is being called. RtcEngine.Initialize(new RtcEngineContext() ) RtcEngine = RtcEngine.CreateAgoraRtcEngine() This is my LoadEngine method: public void LoadEngine(string appId, string token = null)

I am using v4.1.1 which I can\t find many examples on.
