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Avatar trouble with the Quest

Jattier
Protege
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 17

davido_tucciaro
Protege
Similar issue.

Anonymous
Not applicable
I also have the same problem, but imusing VRTK 3.3.0 i linked app id and unising unity 2019.1.4 

Jattier
Protege
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.

originlab3d
Explorer
to work for me too by compiling with textures in ASTC,
also thinking about selecting quest in occulusProjectConfig,
a big thank you

Timo3000
Explorer
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

batoulomeus
Honored Guest
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?

avreme
Explorer

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.

Jed_Bartlet
Explorer



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?

moakesy
Honored Guest
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.