Forum Discussion
Jattier
7 years agoProtege
Avatar trouble with the Quest
Controller tracking and hand gestures seem to work fine, but the Avatar body is visible and stationary. Have I missed a step?
I created a new scene in Unity 2019.1.4f1 with Oculus Integration 1.37. I've added OVRCameraRig and LocalAvatar to my Hierarchy. I've changed tracking on OVRCameraRig to be floor level rather than eye level. No other changes.
I'm seeing the same behavior in the sample scenes, particularly the LocalAvatar example scene in Oculus -> Avatar -> Samples -> LocalAvatar. The mini avatar mirrors my hand motions, but the Avatar's head and body don't move.
I created a new scene in Unity 2019.1.4f1 with Oculus Integration 1.37. I've added OVRCameraRig and LocalAvatar to my Hierarchy. I've changed tracking on OVRCameraRig to be floor level rather than eye level. No other changes.
I'm seeing the same behavior in the sample scenes, particularly the LocalAvatar example scene in Oculus -> Avatar -> Samples -> LocalAvatar. The mini avatar mirrors my hand motions, but the Avatar's head and body don't move.
17 Replies
- cebermanHonored GuestOne update, realizing that i was on a beta version of unity, I retried this on Unity 2019.1.10f1, and installing all frameworks from scratch.
The same problem occurs (can move and see hands/controllers, but avatar does not move with head motion). I also want to report that teleporting is also affected by this. - SamqoHonored GuestI have an almost similar problem as @ceberman. OVRcamera setting and Build setting is set to "Oculus Quest". Everything work in the unity scene with Oculus rift, but when I build and install apk on Quest it does not! The avatar interior face was visible but was fixed by disabling the "Show Third Person".
However other problems I have are 1-Only one hand show up at a time when I trigger(oculus touch), it changes the hand and the other one disappears 2- The hand is a bit far from the laser pointer origin 3- Grabbing does not work. I am using Unity 2019.3.0a7 - fgeorgExplorerI've seen a similar issue before: Avatar hands work perfectly, but the avatar's body is stationary and untextured. I fixed it by setting OVRCameraRig>OVRManager>TargetDevices = [Quest], and _also_ setting Texture Compression to ASTC in Build Settings.
Tested in Unity 2019.2.0 - VRTeacher1Honored GuestThese are my notes to the solution of one hand showing up at a time:•Make sure OVR camera is set to
oculus quest not go/gear vr.•In the assets folder, create a folder named Plugins with
another folder inside named Android•Go to the C:\Program Files\Unity\<yourVersion>\Editor\Data\PlaybackEngines\AndroidPlayer\Apk
folder•copy and paste AndroidManifest into
the Plugins>Android folder.•Copy and paste the following line
into the AndroidManifest
file then save it.<uses-feature
android:name="android.hardware.vr.headtracking"
android:required="true"
android:version="1"
/> - JattierProtegeI'm also hearing in 1.39, you need to include your AppID. I'm not sure about whether or not you need to also include your test UserID.
- alimountHonored GuestDragging the LocalAvatar prototype into the OVRCameraRig solved the issue for me.
Now the controllers are within the parent (headset) they follow me about. - AnonymousNot applicableMake sure you have pasted in an app Id in Oculus > Avatar Settings
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