Skip to main content
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

    New Participant
    August 4, 2019
    @craig.sanford  In your OVRCameraRig, make sure that the OVR Manager Target Devices is set to Quest. Hopefully this will help fixing your problem.
    Up and Coming
    August 4, 2019
    SOLUTION: HOW TO GET BACK YOUR HANDS 
    Many thanks to Valem (https://www.youtube.com/channel/UCPJlesN59MzHPPCp0Lg8sLw) for highlighting this solution :

    • In your browser
      • Find the APP id in the left side menu tree hierarchy Manage/<myorg>/<myapp>/Getting Started API (create one if you don't have)
    • Get back to Unity3D
      • Oculus > Avatars > Edit Settings (paste your App Id)
      • Oculus > Platoform > Edit Settings (Paste your App id)
    Recompile the whole thing and the hands will magically reappear B) 
    New Participant
    August 6, 2019
    Hi everyone I've been having this problem for a couple of days and just realised that unity was looking in the wrong external folder for the android SDK,  make sure you put the correct path in there because it throws up this same error.