Skip to main content
July 30, 2019

hands not showing up with LocalAvator Unity

I'm using LocalAvatar -> AvatarGrabberLeft
Oculus Quest
Unity 2019.1.12f1
Oculus Integration 1.39

I can grab objects but my hands are like invisible.   I'm new to unity Oculus Quest development.   I created a brand new project with just 1 cube so I can grab it.

Initially I can't even grab the objects.  I did Tools -> Remove AndroidManifest.xml and then create Store compatible AndroidManifest.xml.

I tried the AvatarGrab Scene that has built in Oculus cubes and I still can't see my own 2 hands.   I can still grab stuff pretending I have an invisible hand.   Anyone know a fix?


16 replies

Participant
November 10, 2019

Inspiring
January 10, 2020
If the hands are not showing up even after the app id, for me, it was where the hands were and where they were anchored. At first I had them set as a parent of the tracking space, which snapped the hands just above the players forehead. I didn't see this until I just pressed play in the editor. 
So then I set the transform to the hands and they still didn't show. Reason was I didn't see them was they were at 0,0,0 but the player was at 0,10,2. So I reset the hands and then they showed up about 10 units away.
To get them to be where they needed to be, I assigned each hand to be a child of each hand anchor. Like custom hand left to left hand anchor and custom right hand to right hand anchor. Then finally after one last reset position of each hand they showed up where they needed to be.
Hope this helps!
New Participant
January 18, 2020
Oculus hands are just hopeless..I managed to get them to show, and as soon as I made them an item grab they disappear. This is all down to oculus....they really need to sort it out, its so so unreliable...very disappointing.
New Participant
January 18, 2020
Even the custom hands are unreliable..sometimes they work sometimes they don't....no scripting errors.
Just hopeless.
New Participant
January 29, 2020
I'm having issues with the hands as well, they do not show up at all, but they do exist in the scene because I can hit the guardian walls, or if I pinch to return to Oculus Home it registeres the pose and takes me out of the app.

I've tested with Unity 2019.1 2019.2 and the released yesterday 2019.3 and nothing helps. I've changed materials on the hands, generated the app manifest (tried without as well), entered the app IDs - nothing.

Tried the HandTest scene as well as the one with the train (don't remember the name). Both do not show hands at all.

Oculus integration version 12.0 or as posted on Asset Store
 Utilities for Unity 1.44, Platform SDK 12.0, Avatar SDK 1.42, Spatializer 1.43, VoiceMod 1.0, and LipSync 1.43.


January 29, 2020
2019.2.8 with the latest Oculus utilities (1.44) definitely works. And feels pretty good. Just added the hand tracking permissions to manifest and included my app id, like suggested.