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finding the clothes i mae in art forge with avatar sdk

Comments

9 comments

  • Official comment
    Aaron Jauregui
    Genies Employee
    Gold Crown

    Hello Keivaun Caldwell,

    Have you pressed the “Submit to Inventory” button once the asset is generated? [See image]

    This will add it to your user inventory and you should then see it in the CreatingCustomEditor scene as long as you are using the same Genies login email.

    Also, currently the Genies Avatars are only available at run time. There are some example pre-baked Avatars you can use in this repo: https://github.com/geniesinc/GeniesStarterPack

    Hope that helps!

  • Keivaun Caldwell

    still not in the im using the same log in as well 

     

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  • Keivaun Caldwell

    I did press Submit to Inventory. In Art Forge History both assets show Completed and Available In Inventory. I can also see the generated prefab locally under Assets/Genies/ArtForge/Models/[asset]/Prefabs, but the items still do not show in CreatingCustomEditor inventory.

    I logged out/in of both Art Forge and Avatar SDK using the same email. I also tried clearing inventory cache, but still nothing appears.

    Question: is there a way to verify which user inventory the asset was submitted to, or force refresh the CreatingCustomEditor inventory after Submit to Inventory?

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  • Keivaun Caldwell

    I modified the CreatingCustomEditor sample so UIGeneratorGroup exposes IncludeUserWearables and confirmed it is set to true. The code now forwards generator.IncludeUserWearables = true before generation.

    The custom Art Forge item still does not appear.

    So it looks like AssetInfoDataSource.GetUserWearablesDataForCategory(UserWearablesCategory.Shirt) is returning no custom user wearables, even though Art Forge says the item is Available In Inventory and the prefab exists locally under Assets/Genies/ArtForge/Models.

    Is there a way to debug which user wearable IDs are returned from GetUserWearablesDataForCategory, or verify which account/workspace the Submit to Inventory button uploaded to?

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  • Keivaun Caldwell

    I ran a debug script using AvatarSdk.GetUserWearablesByCategoryAsync(UserWearablesCategory.Shirt, true) after calling AvatarSdk.ClearUserWearablesCache().

    Result: Shirt/Jacket/Pants/Shorts/Hoodie all returned null, not just count 0.

    So the CreatingCustomEditor UI is not receiving any user wearable list from the SDK. Default wearables still load fine.

    My Art Forge items show completed and the generated prefabs exist locally, but user wearable API returns null. Is there another auth step or service required for user inventory to return submitted Art Forge assets?

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  • Aaron Jauregui
    Genies Employee
    Gold Crown

    It does seem like you are submitting the assets to the inventory correctly. There may be a cache issue with the inventory in the Avatar SDK. Can you try deleting the cache using these steps: https://docs.genies.com/docs/sdk-avatar/tools/common-issues#generated-assets-are-not-visible-in-inventory

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  • Keivaun Caldwell

    I found and deleted the correct cache folder:
    C:\Users\keiva\AppData\LocalLow\DefaultCompany\POD_Genies_Test1\DefaultInventoryCache

    After restarting Unity and opening CreatingCustomEditor, default inventory loads and my avatar appears, but my debug script still returns:

    GetUserWearablesByCategoryAsync requires a logged-in user
    USER WEARABLES [Shirt] returned NULL
    USER WEARABLES [Jacket] returned NULL

    So the avatar/default inventory loads, but the user wearable API does not see the session as logged in. Is there a separate login/auth requirement for GetUserWearablesByCategoryAsync or user inventory access?

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  • Shamikh Ahmed

    Facing the same issue. Is there any update on this?

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  • Aaron Jauregui
    Genies Employee
    Gold Crown

    Shamikh Ahmed Keivaun Caldwell The issue should be resolved

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