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New Participant
February 7, 2017

Attaching Local Avatar to Player Controller in Unity

I have a problem attaching the avatar prefab for touch controls to the player controller prefab from oculus SDK. I have tried making both prefabs as children of an empty parent object. I tried to make the local avatar a child of player controller and it works fine until I move and my hands stay in the same spot while the body moves. I tried looking for a solution and cannot find one. Is there another way of doing this?


Thank you.

14 replies

New Participant
May 11, 2018

alejonce8 said:


Alpha14 said:

Spoke a little soon, works great in Unity dev mode. However if I export a build there is no avatar at all and can see a purple head stuck in the floor. Any ideas? What did I miss.


I'm having a similar issue. While I'm working on the project, the LocalAvatar hands work great, but if I build and run the hands' mesh is nowhere to be seen. The joystick and buttons still work but the hands can't be seen. If I open the oculus menu, you can see the hands there but not in my build. Anybody has any solution for this?

Although this is an old post, i recently had the same issue with the controller+avatar. However, the purple hands/body/etc is most likely a shader reference issue. I just had this upgrading to unity 2018.1.
Up and Coming
November 5, 2018
yeOndeTv said:



alejonce8 said:


Alpha14 said:

Spoke a little soon, works great in Unity dev mode. However if I export a build there is no avatar at all and can see a purple head stuck in the floor. Any ideas? What did I miss.


I'm having a similar issue. While I'm working on the project, the LocalAvatar hands work great, but if I build and run the hands' mesh is nowhere to be seen. The joystick and buttons still work but the hands can't be seen. If I open the oculus menu, you can see the hands there but not in my build. Anybody has any solution for this?

Although this is an old post, i recently had the same issue with the controller+avatar. However, the purple hands/body/etc is most likely a shader reference issue. I just had this upgrading to unity 2018.1.


Yes, and it can be fixed by manually transferring the old shader and  shader meta data to the new project. 
Up and Coming
November 5, 2018
yeOndeTv said:



alejonce8 said:


Alpha14 said:

Spoke a little soon, works great in Unity dev mode. However if I export a build there is no avatar at all and can see a purple head stuck in the floor. Any ideas? What did I miss.


I'm having a similar issue. While I'm working on the project, the LocalAvatar hands work great, but if I build and run the hands' mesh is nowhere to be seen. The joystick and buttons still work but the hands can't be seen. If I open the oculus menu, you can see the hands there but not in my build. Anybody has any solution for this?

Although this is an old post, i recently had the same issue with the controller+avatar. However, the purple hands/body/etc is most likely a shader reference issue. I just had this upgrading to unity 2018.1.


Yes, and it can be fixed by manually transferring the old shader and  shader meta data to the new project. 
New Participant
December 7, 2019

Alpha14 said:

To elaborate on Wynotts post the fix is as follows and works flawlessly.

STEP 1 - You must drop the Local Avatar prefab in the child of "TrackingSpace" Not the just the OVRPlayerController. If you do not do this correctly it will not work at all.
STEP 2 - Click on OVRPlayerController and goto inspector. Untick on "Hmd Resets Y"
STEP 3 - Make sure "Hmd Rotates Y" is ticked

ADMINS - Please mark resolved.