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AvatarCreatorWizard sample ignores shader settings in AvatarConfig #287

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krzys-h opened this issue Jun 5, 2024 · 2 comments
Closed

AvatarCreatorWizard sample ignores shader settings in AvatarConfig #287

krzys-h opened this issue Jun 5, 2024 · 2 comments
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bug Something isn't working

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@krzys-h
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krzys-h commented Jun 5, 2024

Describe the bug
I was trying to change the shader used for the avatars to the Standard shader to better match the visual look of my app, but it seems that while the shader settings work when using AvatarObjectLoader manually, they are ignored in the InCreatorAvatarLoader code path, which results in them being ignored during avatar editing.

To Reproduce
Steps to reproduce the behavior:

  1. Import the SDK and the AvatarCreatorWizard sample
  2. In the AvatarCreatorSelection component, change the inCreatorConfig property to the configuration found in Packages/Ready Player Me Core/Runtime/Core/Configurations/Avatar Config Standard Shader.asset
  3. Run the sample
  4. Notice that the loaded avatar still uses the glTF/PbrMetallicSmoothness shader. Any other avatar configuration seems to apply properly.

Expected behavior
The shader is switched to the Standard shader as requested.

Desktop (please complete the following information):

  • Ready Player Me Core version: 6.2.4
  • Ready Player Me WebView version: (not used)
  • glTFast version: 6.0.1
  • Unity Editor version: 2021.3.38f1
  • Render Pipeline and version: Standard
  • Operating System: Windows
  • Platform: doesn't matter

Additional context
It seems that AvatarProcessor.SetShader is passed a null AvatarConfig, because InCreatorAvatarLoader does not set it in AvatarContext.AvatarConfig. Most other parameters only influence the SDK request, this is likely the only one that matters for postprocessing the downloaded avatar, which is likely why it was missed here.

@krzys-h krzys-h added the bug Something isn't working label Jun 5, 2024
@HarrisonHough
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Hey thanks for reporting.
We recently made a fix for this and it will be included in the next release
#286

The release should be live early next week at the latest.

@HarrisonHough
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this should be fixed now in 6.3

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