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July 27, 2019

Unity 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" />
- 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/


    13 replies

    Participant
    July 27, 2019
    I was able to just delete the manifest, regenerate, then rebuild.
    Participant
    July 27, 2019
    Never-mind I am still having issues with 1.3.9. Frame rate dropped to 10. Reverting to 1.3.8 fixed all my issues.
    New Participant
    July 27, 2019
    @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. 
    New Participant
    July 27, 2019
    When generating a new manifest, I had to replace INFO with LAUNCHER in the intent to get it to work too
    July 28, 2019
    Thanks for the link to 1.38. 

    1.39 only shows me Oculus Go controllers
    Up and Coming
    July 28, 2019
    Same problem here, hands disappeared and the FOV seems reduced (I see a black border on the corners). Anybody experiencing the second problem?
    New Participant
    July 29, 2019
    @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.
    Up and Coming
    July 29, 2019
    @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.
    Up and Coming
    July 31, 2019
    If regenerating the Manifest didn't work for you (like in my case) there is another conversation going on here started by the Oculus Staff. 
    New Participant
    August 1, 2019
    I 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...