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hands not showing up with LocalAvator Unity

Anonymous
Not applicable
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 16

AGTDigital
Explorer

AndyP said:

I'm having the same issue with hands not showing up. None of the solutions seems to fix it. Not sure if I'm using 1.41 or 1.38 because I installed via the asset store, but the package manager seems to say 1.38.3 is installed. Not sure why it has to be this much trouble to get hands working on Quest considering how easy it was to get head tracking working, and I'm in total agreement that it would be extremely disappointing if an App id was required just to make a test project with hand tracking (although this hasn't solved the issue for me anyway).


Hello, make sure to use Unity 2019 versions because localAvatar  on Unity 2017 and 2018 are not supported for now.

rfunk82
Explorer

starmind001
Explorer
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!

VertexDesign
Explorer
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.

VertexDesign
Explorer
Even the custom hands are unreliable..sometimes they work sometimes they don't....no scripting errors.
Just hopeless.

iamtheonly
Member
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.


Anonymous
Not applicable
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.