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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
September 19, 2019
The AvatarGrab sample problem was a missing Controller Shader from the LocalAvatarWithGrab prefab:

This shader is set to OvrAvatar/AvatarSurfaceShaderPBSV2 in the LocalAvatar prefab so setting that on the LocalAvatarWithGrab prefab fixes the problem where the missing shader makes Unity regenerate part of the skinned mesh constantly which causes the slowdown and tracking problems:

I'd be interested to see if you can get the LocalAvatarWithGrab sample to work in your example code now.
New Participant
September 23, 2019
I am running into this issue, but not with Avatars. I'm using 2019.1.13f1 and have tried 1.38, 1.39 and 1.40 and in none of them do my Oculus controllers show up. It's pretty clear my controllers are tracking properly, since I have visible on pointer enter effects that give away where the controllers are pointing and they show up against the guardian boundary, but none of the GameObjects and Components attached to the HandAnchors are appearing. I have an updated manifest with <uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" /> for the Oculus 1.38/1.39? changes to run Go apps on quest and I have added an app ID and neither of these solutions are working for me -- I am just using a controller mesh and a line renderer. I'm using LWRP, but I've upgraded all materials that I'm using to LWRP ones.  Any ideas on how to fix this?
Up and Coming
September 24, 2019
Hello,

I got the issue too.
As soon as you add the "LocalAvatar" prefab to the Unity scene, if you build and launch the application on your Quest and press any button on the controller, the app crash.

Even the "LocalAvatar" sample scene provide by Oculus does not work. I have already tried to delete and recreate an AndroidManifest with the Oculus tool but nothing works...

I use Unity 2017.4.31f1 and I got this issue with Oculus Integration v1.39 and v1.40 too.

@NinjaGG  Is there any solution for this ?
New Participant
September 26, 2019
Running unity 2019.2.6f1 v1.40, i will see if it works for me tomorrow, it is really weird how bad the oculus integration is for how much they enforce even using it... i've literally been busy the entire week just trying to port stuff over from steamVR since we want a oculus quest version...
New Participant
September 27, 2019
so it doesn't work for me either is the short story, couldn't get it fixed in a reasonable amount of time...
Up and Coming
September 28, 2019
I think almost everyone has reported these bugs; still waiting for them to fix it ?
Up and Coming
October 4, 2019
UP
Up and Coming
October 7, 2019
How do I report this bug?
Up and Coming
October 9, 2019
I have more information on the problem of displaying hands.
As mentioned above, as soon as one of the buttons on one of the controllers is pressed, the application crashes and you can't see the hands at any time.

Indeed @Corysia , in your project we can see the hands, thank you for your investment by the way, except as you say in the description of your project, it's on Unity 2019.1.4f1.

I reproduced exactly the same scene with the same components and values on Unity 2017.4.31f1, but the application still crashes.

Version 1.41 of Oculus Integration does not fix anything about this, you can test the Oculus test scene "localAvatar" for example....


I hope there will be a solution soon...
Is there some news about it @NinjaGG  ?

Corysia
Up and Coming
October 9, 2019


Indeed @Corysia , in your project we can see the hands, thank you for your investment by the way, except as you say in the description of your project, it's on Unity 2019.1.4f1.


Yes, I didn't test it with older versions of Unity and I'm reluctant to spend the time on Alpha or Beta versions, too.

It's only my opinion, but I doubt Oculus is going to go back and test in 2017 and probably not even 2018.  If they do, I'd only expect they would look at the LTS releases.  Yet, they clearly state that it's compatible with 2017.4.11 or higher.  Either they need to actually test it, or change what they say it's compatible with.
VR Development: https://discord.gg/8R9SHQP Quest Example: https://github.com/Corysia/Unity-Oculus-Example