I’m using a Readyplayerme avatar in my app. When I select Windows build it looks normal (please see images), but when I select android build, it turns shiny/metallic. I need to build for android as the app is for a Meta Quest 3 VR headset. Any help on how I can solve this would be greatly appreciated.
Also shown is the Inspector for the Material/Shader used for the avatar (this is when using the android build but afaik it’s the same for the Windows build).
[quote=“POOKSHANK, post:2, topic: 945486, username:POOKSHANK”]
does the problem persist if you use the standard shader? it could be related to your shader not having all features supported on android
[/quote]
If I create a new material, same shader or the standard shader, and drag on to the Albedo fields etc the bits that the default material has (sorry I call them bits because I don’t know what they are actually called, they have a file extension .glb, they can be seen in the project window, called BASE_COLOR_TEXTURE_OPAQUE etc), the shiny/metallic effect goes away but the avatar has less detail now.
For example the creases in the arms of the sweater and the creases in the pants are gone if you compare the image of the Windows build avatar to the 1 with the changed material, glTF/PbrMetallicRoughness shader or the standard shader. It’s kind of a fix and I have been using this for a while but I would like the detail of the Windows build avatar in my android build. I know it can be done. A dev with a similar app to mine (AI powered NPC in VR) has RPM avatars with all the detail of the Windows build showing, I’ve gently hinted at asking him how he did this but he won’t reveal how lol!
i’m not quite sure what’s causing your issue, but it almost looks like the model is vertex lit. maybe your fallback is the vertex lit shader and the original doesn’t compile for android?
Ah ok thanks, so what do you suggest I can do then (is there anything I can do?)? As mentioned, pretty sure another dev has solved this, but he’s not saying how unfortunately.
if it really is using the fallback, you’d have to find whatever’s in the shader that doesn’t allow it to run on whatever shader model it is most likely, and change it to be compatible. that’s probably going to be tough
Ah ok thanks, I’m very inexperienced with shaders etc so it would be beyond me. I’ve opened a support ticket with RPM so I hope they can help me. Thanks for your input.
Hey @Tyke18 , I’m not sure if this will lead to anything, but what Unity version are you using, and could you say what format the avatar’s textures are stored as on Android? We recently discovered a bug and this looks like it could be related …
The avatars textures in the android build (which are BASE_COLOR_TEXTURE_OPAQUE, METALLIC_ROUGHNESS_TEXTURE_OPAQUE, NORMAL_TEXTURE_OPAQUE), when I look at the file extensions in the project window, it says .glb.