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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:
Import the SDK and the AvatarCreatorWizard sample
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
Run the sample
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.
The text was updated successfully, but these errors were encountered:
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 theInCreatorAvatarLoader
code path, which results in them being ignored during avatar editing.To Reproduce
Steps to reproduce the behavior:
AvatarCreatorSelection
component, change theinCreatorConfig
property to the configuration found inPackages/Ready Player Me Core/Runtime/Core/Configurations/Avatar Config Standard Shader.asset
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):
Additional context
It seems that
AvatarProcessor.SetShader
is passed a nullAvatarConfig
, becauseInCreatorAvatarLoader
does not set it inAvatarContext.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.The text was updated successfully, but these errors were encountered: