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New Participant
April 13, 2021

Quest 2 Controller With Hands

Is there a prefab for the quest 2 controllers with hands, similar to the LocalAvatar? (LocalAvatar only renders CV1 touch controllers, as far as I can tell?

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    3 replies

    New Participant
    June 18, 2021

    In case anyone else comes across this (as I did):

     

    The provided AvatarDriver.cs is missing a switch statement at Start() to support Quest 2 (and probably Quest 1 via Link as well).

     

        void Start()
        {
            var headsetType = OVRPlugin.GetSystemHeadsetType();
            switch (headsetType)
            {
                case OVRPlugin.SystemHeadset.Oculus_Link_Quest_2:      
                case OVRPlugin.SystemHeadset.Oculus_Quest_2:
                    ControllerType = ovrAvatarControllerType.Count;
                    break;
                case OVRPlugin.SystemHeadset.Oculus_Link_Quest:
                case OVRPlugin.SystemHeadset.Oculus_Quest:
                case OVRPlugin.SystemHeadset.Rift_S:
                ControllerType = ovrAvatarControllerType.Quest;
                    break;
                case OVRPlugin.SystemHeadset.Rift_DK1:
                case OVRPlugin.SystemHeadset.Rift_DK2:
                case OVRPlugin.SystemHeadset.Rift_CV1:
                default:
                    ControllerType = ovrAvatarControllerType.Touch;
                    break;
            }
        }

     

    November 26, 2021

    This solution doesn't seem to be working for me, I fixed the code like shown but I still get the wrong controllers when I run the app. Has anyone figured this out? I can get the Quest 2 controllers to be shown but without hands on them (Local Avatar doesn't have support for Quest 2 controllers I guess).

    New Participant
    June 23, 2021

    the sampleFramework/Usage/CustomHands example places the hands where the controller should be, but not the cotroller itself.

    it also makes the finger movenemt, when pressing the controller buttons