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New Participant
August 30, 2020

Cannot 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?






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5 replies

New Participant
September 1, 2020
same issue
New Participant
September 1, 2020
if i understand it right its not made for the controller or virtual hands..?

developer.oculus.com/documentation/unity/unity-handtracking/
New Participant
September 2, 2020
Hi,
If your hands are detected but not visible (for testing, just collide them with the guardian), you should try to put a valid Oculus Go/Quest or GearVR app ID in Oculus > Platform > Edit Settings.
It worked for me.
New Participant
December 8, 2020
Even with the valid Oculus Go/Quest or GearVR app ID i can't see the hands. Guardian test is valid, even oculus button pinch work but not rendering any of the hands. I test many versions of unity and oculus integrations. It works perfectly oculus 1.52.1 but after that version, none of the new versions works.
Participant
December 9, 2020
Hey,

Have you tried to build the SampleFramework Scene CustomHands? You can find this Scene within the Oculus folder:



The Scene contains a Prefab CustomHandLeft and CustomHandRight. Those Prefabs contains all needed Meshes and Materials to render virtual hands. It looks like your setup is missing those things, because (as far as I can see) your OVRHandPrefab does not include any Rendering Components or Materials.