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New Participant
July 26, 2019

localavatar hands not appearing in new oculus integration update

As of Oculus Integration 1.39 released today (7/26/2019) on the unity asset store, unity no longer renders the an Oculus Quest's player hands when using the default OVRPlayerController plus LocalAvatar combination. There doesn't seem to be an easy way to fix. Any suggestions?
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31 replies

New Participant
July 29, 2019
I am also getting the same results as blobface... Improved motion but still no hands or body. Any help would be highly appreciated.
July 31, 2019
I've followed the advice for the manifest to get Quest controllers back but no luck getting avatar objects to show (hands, body). Is 1.37 the best solution right now?
New Participant
July 31, 2019
I've finally managed to get my hands to appear in my game but all credits goes to Valem on youtube.
So this is his solution:
"Since 25/07, the new version 1.39 of the Oculus Integration has changed how the Local Avatar works. Here is the fix :



To see your avatar, you have to register an oculus app id. On the top
panel go to Oculus / Avatars / Edit Settings, you can create an oculus
app id here https://dashboard.oculus.com/
(useful if you want to make some multiplayer stuff or publish to
oculus store) BUT any number as the Oculus App ID will also works !"

So its that simple... enter an App ID, rebuild and your hands should now appear...
New Participant
July 31, 2019
that works for me as well, but does anyone else see their performance degrading (every frame it seems to get worse) to the point where it starts to run at 1fps? this is happening in AvatarGrab, but not the CustomHands demo scenes.
August 1, 2019
I just started a new Unity Project in 2019.2.0f1, assigned the 1.38.1 Android and Desktop Oculus (Oculii?) Integrations from the package manager, then pulled down and installed the 1.39 Integration from the Asset Store. I enabled 1.39, deleted the new spatializer, loaded the Startup scene in the sample framework and setup the platform for Android. I regenerated the android manifest, and switched over the OvrCameraRig to use Quest. I disabled the locomotion controller.

None of this showed my hands when I ran on Android. The hands showed fine on Rift.

Then I went and created a test project in the portal to get an app id for Quest, set it up for both the Avatar settings and the Platform settings, then rebuilt for Android.

Hands finally showed up... after a few seconds of them not showing up, where I presume the Integration is hitting the internet or loading something in the background.

Bottom line is that Quest requires an App Id for avatar to work as an undocumented step.

So this works for me now... at least in a test project. Now I have to see if I can get it working in my main project.

Thanks Barbadel.
New Participant
September 15, 2019

coupler said:

that works for me as well, but does anyone else see their performance degrading (every frame it seems to get worse) to the point where it starts to run at 1fps? this is happening in AvatarGrab, but not the CustomHands demo scenes.


I get exactly the same problem. The hands only appear in AvatarGrab when I set Oculus->Avatars->Edit Settings->Oculus Go/Quest or Gear VR [?]  to something, any number it seems, even 12345:

But then the frame rate continuously drops and it's unusable. This is in Unity 2019.2.4f1 (on Windows) with Oculus Integration 1.40.
CustomHands seems to work with or without this Avatar App Id being set and the frame rate is great.
GripPoses needs the Avatar App Id setting to 12345 as well for the hands to show but the performance seems OK, although the scene just has hands in it.
Does anyone have any suggestions to fix this?
Corysia
Up and Coming
September 15, 2019
Have you tried a real AppID instead of your made-up one?
VR Development: https://discord.gg/8R9SHQP Quest Example: https://github.com/Corysia/Unity-Oculus-Example
New Participant
September 16, 2019
I tried a real AppID that I created on the Oculus Dashboard and it worked as well as a made up number but there were the same performance issues in the AvatarGrab sample unfortunately. Thanks for the suggestion though.
Corysia
Up and Coming
September 16, 2019
Darn!  I was hoping you were running in to some sort of authentication loop in the background that was killing performance.
VR Development: https://discord.gg/8R9SHQP Quest Example: https://github.com/Corysia/Unity-Oculus-Example
Corysia
Up and Coming
September 18, 2019
I updated my Example to use 1.40 last night and I didn't find any performance hit.  But I didn't use Custom Hands -- I saw a huge hit with that.  I also got rid of the jitter when moving the held object.
VR Development: https://discord.gg/8R9SHQP Quest Example: https://github.com/Corysia/Unity-Oculus-Example