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nirharpaz's avatar
nirharpaz
Explorer
6 years ago

Oculus Quest shows the wrong controller

when exporting a demo project (sphere + ovr controller and avatar) to oculus quest, instead of oculus quest controllers, the scene insists to show me the oculus go controller.

I use unity 2018.3.14 and 2019.1.9 oculus integration v1.35 and 1.38. windows 10.

in oculus rift, the whole scene works perfectly

among the issues this causes 1. controller movement is very limited 2. only 1 hand is shown at a time 2. trigger does not execute the scripts attached to the event.

I followed the proper configuration of oculus scene shown here https://www.youtube.com/watch?v=qiJpjnzW-mw&t=1s

in OVRCameraRig -> target devices i tried all options (quest, gear+go and both) but generally made sure its on quest https://www.dropbox.com/s/chbhpvz5u5fv9b2/oculus%20state.PNG?dl=0(is there another place where the controller should be set?)

I made sure the right controller is chosen in the models prefabhttps://www.dropbox.com/s/ejof63acjlb491z/oculus%20prefabs.PNG?dl=0

I tried to update the integration to v1.39 (only got worse, both controllers became invisible but from the oculus forum that's another problem).

I tried different unity versions.

I tried to factory reset the device.

I tested beat sable to be certain that on other apps the controllers work just fine.

have anyone encountered a similar issue?

3 Replies

  • Hi, I'm having the same problem, what did you change in the manifest?

    Thank you very much in advance 
  • hi Erica
    1. go to your unity/unity hub installation folder and find the mainfest
    it should be in Editor\Data\PlaybackEngines\AndroidPlayer\Apk
    on my pc its in
    C:\Program Files\Unity\Hub\Editor\2018.3.12f1\Editor\Data\PlaybackEngines\AndroidPlayer\Apk

    in your project Assets under the folder Plugins/Android (create if you don't have it) and copy the maiinfest to that location.
    add this line to the mainfest (most important) and change the package name to your project package name.
    <uses-feature android:name="android.hardware.vr.headtracking" android:required="true" android:version="1" />
    and 
    you can see an example in the link.

    https://developer.oculus.com/documentation/quest/latest/concepts/mobile-native-manifest/?fbclid=IwAR3AgasGPJFVGsz7lyzfJNfuTB8R1FOg88Quq8YZz67eQlwEFvgEMDGjSdo

    from what i've read, if you aim to build to multiple platforms (quest, go etc),change the 
    android:required="true" to android:required="false"

    done, you now have dual controllers.
    in my project for some reason i see Rift controllers, not Quest, so you are welcome to reply how your build is working.