So far I'm fixing the problem with this script but I trully find this ugly.
private GameObject m_Avatar;
void LateUpdate() { // find and grab the avatar body object m_Avatar = GameObject.Find("body");
// if i've found the avatar body disable the skinned mesh renderers for each component if (m_Avatar != null) { SkinnedMeshRenderer[] avatar = m_Avatar.GetComponentsInChildren<SkinnedMeshRenderer>(); avatar[0].enabled = false; avatar[1].enabled = false; avatar[2].enabled = false; } }
My (Quest) app is crashing with the same bug. The weird thing is that this app used to work a month or two ago when I last ran it and I haven't edited/recompiled at all. I don't even remember agreeing to any update on the device. What gives? I did a month of development work with Avatar Body disabled without issue, now none of my apps run. Imagine releasing an app, only to have it break later.
Next thing: I enable the Avatar body: Awesome! My app runs without crashing but... the hands are all messed up. It only shows one hand at a time, swaps when I press a button and tracks orientation without position. Hmm. That's interesting. Does my Quest now think its a Go?