> ## Documentation Index
> Fetch the complete documentation index at: https://spatialwalk-6179c111.mintlify.site/llms.txt
> Use this file to discover all available pages before exploring further.

# FAQ

> Frequently asked questions

### Common Issues

> **Supported Audio Format**
>
> Currently only support PCM 16-bit mono audio at multiple sample rates:
> 8000, 16000, 22050, 24000, 32000, 44100, 48000.
>
> See [Audio Sample Rate](https://spatialwalk-6179c111.mintlify.site/concepts/audio.md) for configuration details.

> **Avatar Playback Fallback Strategy**
>
> If the avatar animation drive data is abnormal after passing in audio, the fallback playback strategy will be triggered:
>
> * Audio plays normally
> * Animation plays idle breathing state / Animation stops

> **Session token expired or invalid**
>
> Session tokens have a limited lifetime. If you receive `sessionTokenExpired` or `sessionTokenInvalid`, request a new token from your server and set it via `AvatarSDK.sessionToken` before reconnecting.

> **Avatar assets fail to download**
>
> Check your network connectivity and ensure the avatar ID is correct. If the issue persists, clear the local cache with `AvatarManager.clearAll()` and retry. On mobile, verify that your app has network permissions.

### Platform-Specific

> **Web: WASM module fails to load**
>
> AvatarKit Web uses WebAssembly for rendering. Your build tool must be configured to handle `.wasm` files:
>
> * **Vite**: Use the AvatarKit Vite plugin.
> * **Next.js**: Use the AvatarKit Next.js wrapper component.
>
> See the [Web SDK guide](https://spatialwalk-6179c111.mintlify.site/guide/sdk-mode-web.md) for setup instructions.

> **Web: WebGL not supported**
>
> AvatarKit requires WebGL 2.0. Ensure the browser supports it and hardware acceleration is enabled. Most modern browsers support WebGL 2.0 by default.

> **iOS: Metal rendering requirements**
>
> AvatarKit iOS uses Metal for GPU rendering. Metal is available on all devices running iOS 16+. The simulator does not support Metal — test on a physical device.

> **Android: Vulkan rendering requirements**
>
> AvatarKit Android uses Vulkan for GPU rendering. Ensure the target device supports Vulkan 1.1+ (API 24+). Most devices from 2018 onwards support Vulkan.

> **RTC: LiveKit version compatibility**
>
> RTC Mode requires `livekit-client` at exactly version `2.16.1`. Other versions may cause connection or audio routing issues.

## Performance Issues

> **Avatar Rendering Resolution Support**
>
> Our avatar models don't use the concept of resolution.
>
> We can reconstruct 4K resolution 3D avatar models, but this depends on the model's point count.
>
> Fewer points result in less detail restoration, but all models can be rendered to the corresponding resolution on the client side.
>
> Metrics such as PSNR and LPIPS are typically used to measure the quality of detail restoration.

> **Can the SDK dynamically switch between different models based on device performance?**
>
> Not currently supported. Developers need to implement their own strategy for switching between different models based on device performance.


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