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Unity Integration 1.38 shows wrong controllers for Rift S

Schneider21
Expert Protege
Using the OVRAvatar to get controllers in the scene, and it's showing the old Touch controllers with the Rift S instead of the new model. It's not a huge deal, but my app is being demoed at a trade show on the 8th and it'd be great to have the virtual controllers match what users are holding in their hands.

Anyone know a workaround to get this working, even if it means modifying the Oculus-provided scripts?

I considered just throwing the models in there myself and not using the Avatar system at all, but then I lose the hands and animations, which is pretty important to me.
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