"Black" non-transparent hands when using the default Meta shader
When using Meta's shader for the hands + changing the style of passthrough, the hands transparency is not rendered correctly. It happens in both Quest 2 and 3. I'm sure this was working just a few days ago. Could it be caused by the new v64 OS update? Has anyone else seen this recently? This: Instead of512Views0likes0CommentsUsing OVRHand for remote hands in editor: issue in OVRSkeleton and OVRMesh
Hi ! I'm using OVRHand (in addition to OVRSkeleton, OVRMesh and OVRMeshRenderer) to display finger tracking locally, and then to display the same for remote users, in a multiplayer app. It works well (for remote users, I made an equivalent of OVRHand but which handle serialized data of the local hand), but I have one small issue so that it is fully clean. Currently, for remote hands to appear, the local user hands haver to appear once. It is due to a check in the initialization code of OVRSkeleton and OVRMesh, in their ShouldInitialize method, that only occurs in the editor: if we are in the editor, in addition to all the normal checks, the scripts checks that OVRInput.IsControllerConnected(OVRInput.Controller.Hands) is true before initialzing, blocking the hand rendering for remote users using their hand if the local user is not using their hand. In a built app, it will work, and I can fix easily this localy by editing this editor only check. But when I'll get the package through UPM, it won't be editable so easily. So I'm wondering what would be the proper feature request process to ask for a virtual protected version of ShouldInitialize in OVRSkeleton and OVRMesh, or any better option, to be able to customize this point ? Thanks !906Views1like0CommentsCannot get Hands to render no matter what in Quest
I tried setting up a project from scratch thrice to see if i am missing some config. I followed the exact steps mentioned in the documentation and added OVRHandPrefab to the scene but they don't happen to render at all. However the button continue to work and i am able to move across the scene using the joysticks on my Quest controllers. I tried this in Unity 2020.1 and 2019.3. Oculus integration version i am using is 19.1. I made a basic scene with a plane and a cube to check hands rendering. I am using Quest with oculus link to run the app on my quest (also tried building the apk and running in standalone quest). Can anyone help me undestand how can i proceed to debug this further?2.4KViews0likes5Comments