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bullseye179
6 years agoHonored Guest
localavatar hands not appearing in new oculus integration update
As of Oculus Integration 1.39 released today (7/26/2019) on the unity asset store, unity no longer renders the an Oculus Quest's player hands when using the default OVRPlayerController plus LocalAvatar combination. There doesn't seem to be an easy way to fix. Any suggestions?
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- AnonymousJust got the new 7.0 Update today and can verify that this does not work for me as well. I have built a fresh Unity project with Unity 2019.1.6f1, installed the new Oculus Integration 1.39 that was released today (7/26/2019), and built the startup scene for Oculus Quest. Result is no hands. I also did not have hands prior to updating while running 1.38.Is this a problem in the 7.0 update or the Integration?Also, why does the "new" spatializer force 2d when running in the Editor? This worked fine with 1.37 and the older spatializer.
- bullseye179Honored GuestI found the solution from other posts in this topic. I just didn't look hard enough. Just make sure to do:
Oculus/Tools/Create store-compatible AndroidManifest.xml - Anonymous<?xml version="1.0" encoding="utf-8" standalone="no"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
android:installLocation="auto">
<uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" /><!-- Request the headset DoF mode -->
<application
android:allowBackup="false">
<activity
android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen"
android:configChanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode"
android:launchMode="singleTask"
android:name="com.unity3d.player.UnityPlayerActivity"
android:excludeFromRecents="true">
<intent-filter>
<action android:name="android.intent.action.MAIN"/>
<category android:name="android.intent.category.INFO"/>
</intent-filter>
</activity>
<meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="false" />
</application>
</manifest>
This is what is created. This still doesn't show my hands. More info: using single pass rendering. - mrdavletHonored Guesthave no hands too...) bump!
- SilentAce07ExplorerMake sure the manifest indicates:
<uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" />
Or just have it auto generate one like above suggestion. - AnonymousI have reverted back to Oculus Integration 1.37. The manifest changes above allow me to run again and my hands are showing (I was crashing after the 7.0 update before when the hands were shown in 1.37.)I am no longer blocked, but I will not be updating to 1.39... ever.
- rodrigo_ruizurrHonored Guest
darren_hotlava said:
<?xml version="1.0" encoding="utf-8" standalone="no"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
android:installLocation="auto">
<uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" /><!-- Request the headset DoF mode -->
<application
android:allowBackup="false">
<activity
android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen"
android:configChanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode"
android:launchMode="singleTask"
android:name="com.unity3d.player.UnityPlayerActivity"
android:excludeFromRecents="true">
<intent-filter>
<action android:name="android.intent.action.MAIN"/>
<category android:name="android.intent.category.INFO"/>
</intent-filter>
</activity>
<meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="false" />
</application>
</manifest>
This is what is created. This still doesn't show my hands. More info: using single pass rendering.
This won't wont, you have to change it to
<category android:name="android.intent.category.LAUNCHER"/>
i'm running fine again with integration 1.39.
Also middle finger for you oculus for throwing this at us without any warning :P, i lost all day testing and solving this issue - blobworksExplorerAny chance someone could post their working xml here? When I auto generate the xml, not only do I not see the hands / avatar, even the joystick movement is extremely buggy. However, by adding the line suggested above and replacing INFO to LAUNCHER, while I still do not see any hands, I could at least reliably glide around and turn with the joysticks, so it improved it, but still not fully working. Thanks!
- chiltonProtegeFor me, it was this easy:
Remove androidmanifest.xml, then add a store compatible one.
That fixed all of these issues for me. - AnonymousI am geting the same result as blobface. The intent change to LAUNCHER does nothing to make either hand show up nor the controllers. I DO get the pointer beam that originates from the location of the hands, and the UI is working when I select it.
Everything works fine on the Rift side as long as I delete the new spatializer.
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