Custom Oculus Avatar support between Rift and Quest
We are developing our software in Unity 2019.2.1f1 for both Quest and Rift. We are using Oculus Integration v1.40. Users of the application can join each other regardless of device. Currently, all Quest users will see custom avatars and all Rift users will see custom avatars, but neither will see the custom avatar from the other set of devices. Rift users see the white standard avatar for all Quest users and Quest users see the white standard avatar for all Rift users. Is there support for Custom Avatars between the two devices? If so, how can I go about implementing this feature. Thanks.1.5KViews0likes4CommentsTimeline for ARM64 support for avatars on Oculus Quest?
On 4/23/19 Oculus integration 1.36 was released with this note: The Oculus Integration for Unity (not including the Avatars components) has been updated to support ARM64 development Three months later and Oculus Avatars still don't support ARM64. If you do an ARM64 build of an Oculus Quest project in Unity (2019.1, Oculus integration 1.38) all avatar components disappear. What's the timeline for adding ARM64 support to Avatars?1.2KViews2likes3CommentsChange Avatar Hands Material In Oculus Quest
what is the procedure of changing the avatar's hands material in Oculus Quest? Atm, it appears white and to me, it looks like someone forgot to place material. I tried to change the prefabs colors but it didn't work as it seems like everything is assigned on runtime. in the avatar hands material manager, there is a whole palate of skin colors but the color of the appearing hands are still white. If anyone can direct me: whats the correct prefab (i played around with any "hand" prefab I could find. how can I take advantage of the DefaultHandMaterialManager2.1KViews0likes1CommentAvatar vanished..... after update to Vers 7 in Oculus Quest no way to see hands or body
Hi - tried it now for days, A lot is working:... OVRPlayercontroller ist working - can see a cube i placed under Righthandanchor - can activate all buttons and touch.... But when i place the localavatar in the scene - nothing to be seen. I tried new project new scene new import of oculus integration. Unity version: 2019.2.0f1 (hope that is not the reason... but also did not succeed with 2018 version) Problem seemed to come from update of oculus quest to v7 - never before hat problem to see avatar. thanks for help.... Marc550Views0likes0CommentsGrabbing/Translation Chaotic - when OVRPlayer and Avatar with LeftHandGrabber are used
Hi I use Unity 2018.41f1 with newes Oculus Integration loaded. I built so i can grab a cube and move it around and at the same time move around with the other controller joystick. BUT if I move the cube to near to my body - The FPC with the grabbing hand is very fast lifted up or down or forward or backward. What did I do: I minimized the Radius of the OVRPlayerController. This helps a bit but any movement near to the chest make uncontrollable reactions. I tried to 1) vary the size of the PlayerController more - No help 2) Switched of Hmd Resets Y or Rotate Y - No Help 3) switched to higher Unity Version 2019.1.4f1 - NO HELP Any Idea what can be my mistake? Thanks Marc1.4KViews0likes4Comments