Forum Discussion
Anonymous
7 years agoUnity Integration 1.39 Critical Issues (missing avatar, hands, no movement controls)
Upgrading to the Unity 1.39 Integration caused my Unity project to stop when installed on the Quest.
Disabling the Avatar in the Unity project allows the project to run on the Quest but the basic player controller movement fails.
- Unity 2019.1.11.1f1 (personal and pro)
- Windows 10 Pro
The fix was:
- Delete the Oculus directory in the Unity project and reinstall the 1.38 Unity Integration package.
- Delete the Android Manifest and use the Oculus dropdown in Unity to create a new one.
- Make sure the Manifest contains this line
- <uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" />
Disabling the Avatar in the Unity project allows the project to run on the Quest but the basic player controller movement fails.
- Unity 2019.1.11.1f1 (personal and pro)
- Windows 10 Pro
The fix was:
- Delete the Oculus directory in the Unity project and reinstall the 1.38 Unity Integration package.
- Delete the Android Manifest and use the Oculus dropdown in Unity to create a new one.
- Make sure the Manifest contains this line
- <uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" />
- this enables the headtracking features of the Quest and should re-enable your hands, avatar, movement etc.
The Asset Store does not seem to keep older versions around so you have to go to the Oculus developer support archive to find older versions. These can be found here https://developer.oculus.com/downloads/package/unity-integration-archive/1.38.0/
The Asset Store does not seem to keep older versions around so you have to go to the Oculus developer support archive to find older versions. These can be found here https://developer.oculus.com/downloads/package/unity-integration-archive/1.38.0/
13 Replies
- TraverseMorcantExplorerI was able to just delete the manifest, regenerate, then rebuild.
- TraverseMorcantExplorerNever-mind I am still having issues with 1.3.9. Frame rate dropped to 10. Reverting to 1.3.8 fixed all my issues.
- IsNate88Honored Guest@floatuser01 I can't believe it, that worked! You beautiful genius, much appreciated!
It's really silly how much unnecessary faffing about is needed to get this to work. It really shouldn't be released in this state. - IsNate88Honored GuestWhen generating a new manifest, I had to replace INFO with LAUNCHER in the intent to get it to work too
- AnonymousThanks for the link to 1.38.
1.39 only shows me Oculus Go controllers - vrz_devProtegeSame problem here, hands disappeared and the FOV seems reduced (I see a black border on the corners). Anybody experiencing the second problem?
- nicholas_dingleHonored Guest@floatuser I was experiencing the same issue. Thank you so much for coming back and updating your response with the resolution! More people need to following in your stead.
- StaRky_FRProtege@hawken For the Oculus GO controller it does not come from the 1.39 version this happen with 1.38 as well
To fix it --> Click on "Oculus" in Unity menu, then "Tools", then "Create store-compatible AbdroidManifest.xml"
I believe this came from an Oculus update on the Quest and not on Unity. - vrz_devProtegeIf regenerating the Manifest didn't work for you (like in my case) there is another conversation going on here started by the Oculus Staff.
- craig.sanfordExplorerI rolled back to 1.3.8 and deleted and recreated my manifest. Oddly enough, now builds fail with a gradle error. Oddly enough if I remove the <uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" /> from the manifest the build succeeds but i only get a single GO controller instead of Quest controllers...
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device