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 Hierarc...
To clarify more, I am running Unity on Mac and unfortunately the Oculus
Link only works with PC, so I don't think running it from the Editor
will work for me. For each build, I build the APK in debug, install and
run it manually on the Quest.I'm in t...
The Rift/Go issue has been a problem for a long time. I'm still not
entirely sure which I should use for the Quest.The entitlement check is
a different issue. You have to be using either a test user, a registered
developer, or a project admin. You ca...
You will likely find other problems moving around in room space. Are you
able to walk through walls or other geometry? I have since moved over to
the newer XR API and have found solutions for most of these things. I've
still more to tackle, of course...
No, that's not correct. Here are the instructions from the README:1.
Create a new Unity project.2. Import the Oculus Integration from the
Unity Asset Store. The Oculus Integration contains everything you need
to use Oculus Avatar and Oculus Platforms...
Use Oculus Link. Just remember, that's emulating a Rift, not a Quest.
Always test on the Quest. Frequently. But when you need to debug
something, Link works great.