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Up and Coming
January 3, 2017

Setting render queue for Avatar hands

I am having trouble adjusting the render queue of the shader used by the Avatar Touch controllers and hands. I am setting the render queue in the shader to render the hands and controllers on top of other objects in the scene, but somehow they always render behind certain objects. Is the render queue for the touch controllers and avatar hands overwritten in a script somewhere?


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3 replies

r0b0saruAuthor
Up and Coming
January 4, 2017
Hello, thank you for your kind support! I will create a stripped down unity project and send to you. Or I can add you to the Alpha channel if you message me your Oculus ID and you can see the current build / problem. Please let me know which you prefer.
r0b0saruAuthor
Up and Coming
January 18, 2017


Hi r0b0saru,

Are you still experiencing this issue?

If so, can you let me know what project settings you are using when this occurs?



Hello, yes but I have not had a chance to create a stripped down project yet. Hope to send this to you in the next few days. Sorry for the delay and thanks for following up!
r0b0saruAuthor
Up and Coming
February 8, 2017
Update from me on this problem (sorry for the delay). I was not able to change the "Queue" tag of the 3 included Oculus Avatar shaders to resolve this problem (changing to something like "Queue" = "Transparent+100") had no effect. However, I could change the "Queue" tag of my transparent shaders to "Geometry" which resolved the problem in my case.