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Inspiring
May 26, 2019

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.

    17 replies

    Participant
    May 27, 2019
    Similar issue.
    May 28, 2019
    I also have the same problem, but imusing VRTK 3.3.0 i linked app id and unising unity 2019.1.4 
    JattierAuthor
    Inspiring
    May 28, 2019
    I've fixed it, but I don't know exactly what I did.  I'm back at work this week, so my time is limited to track down exactly what it was.  I followed the settings in https://developer.oculus.com/blog/tech-note-unity-settings-for-mobile-vr/ and once I re-deployed, it was working as expected.

    If someone else can report on their success/failure following that blog, I'd appreciate it.
    Participant
    May 29, 2019
    to work for me too by compiling with textures in ASTC,
    also thinking about selecting quest in occulusProjectConfig,
    a big thank you

    Participant
    May 29, 2019
    Make sure to disable the "Show Third Person" Property on the Local Avatar game object (take a look at minute 5:38): https://youtu.be/RIWotXzQMDc?t=338
    New Participant
    June 24, 2019
    Can somebody confirm or prove wrong that the App needs an approved Quest-ID to work with personalized Avatars? Is a non-Store-approved development for sideloaded apps possible?
    New Participant
    July 2, 2019

    Jattier said:

    I've fixed it, but I don't know exactly what I did.  I'm back at work this week, so my time is limited to track down exactly what it was.  I followed the settings in https://developer.oculus.com/blog/tech-note-unity-settings-for-mobile-vr/ and once I re-deployed, it was working as expected.

    If someone else can report on their success/failure following that blog, I'd appreciate it.


    any ideas on what resolved it? I am having the exact same issue with stationary avatars (but moving hands). I am using Oculus Utilities 1.37 and Unity 2018.3.4f1.
    Participant
    July 4, 2019



    Jattier said:

    I've fixed it, but I don't know exactly what I did.  I'm back at work this week, so my time is limited to track down exactly what it was.  I followed the settings in https://developer.oculus.com/blog/tech-note-unity-settings-for-mobile-vr/ and once I re-deployed, it was working as expected.

    If someone else can report on their success/failure following that blog, I'd appreciate it.


    any ideas on what resolved it? I am having the exact same issue with stationary avatars (but moving hands). I am using Oculus Utilities 1.37 and Unity 2018.3.4f1.



    I fixed the stationary avatar issue by upgrading to Unity 2019.1.2f1. However I now have a different issue -> on the Rift everything works fine, but when I build for Quest grabbing objects doesnt work, and the OVRplayerController will only do snap rotation and not move when I use the thumbstick (but free movement does work). any ideas?
    New Participant
    July 10, 2019
    Spent all day trying to fix this....and actually found the solution!!

    On the OVRCameraRig, set the Target Device to Quest. Done! Avatar head/body now follows correctly.


    New Participant
    July 14, 2019
    I am still having similar problem after making the change you suggested in OVRCameraRig.   Test applications are from the Unity package, Oculus/SampleFramework/Usage directory.     I am using Unity 2019.3.0a6, so I will also try an older version as documented 

    In Build Settings, under Android, I have set the Run Device to "Oculus Quest", and in reviewing the OVRCameraRig in each of the Scenes (AvatarGrab, CustomControllers, etc), the TargetDevice was already set to "OculusQuest"