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hands not responding as expected on oculus Quest

Discussion in 'AR/VR (XR) Discussion' started by Visual-3d, Aug 18, 2019.

  1. Visual-3d

    Visual-3d

    Joined:
    Oct 26, 2016
    Posts:
    5
    I'm trying to develop an app to Oculus Quest yet i encounter many issues on the way. the app basically consist of a room and teleportation. the issue i encountered happens both on unity 2018.3.12 and 2019.1.8.

    I created an app that did work as expected before on Quest using Oculus integration v1.35. however, when re-exported and installed to a brand new Quest device:

    1. teleportation that worked before refuse to work
    2. pressing a button on 1 controller hids the other one from view.
    3. hands movement is limited
    4. even though target devices is set to Quest, I still (on v1.35) see the controller of oculus go
    5. it only happens when exporting to quest, on rift it works just fine.
    from the posts in Oculus Forum

    https://forums.oculusvr.com/developer/discussion/comment/702108#Comment_702108

    https://forums.oculusvr.com/develop...-not-showing-up-with-localavator-unity#latest

    it looks like there is a firmware issue (but then you should be encountering that too no?)

    things I tried:

    1. Start a new project from scratch:

      followed the standard tutorial and documentation like those


      https://developer.oculus.com/documentation/quest/latest/concepts/book-unity-gsg/

      could not see the hands at all, and no teleportation was implemented, it is said that there is a bug in current v1.39 https://forums.oculusvr.com/developer/discussion/79144/hands-not-showing-up-with-localavator-unity

    2. I tried to use both the unity OVR assets and the following pluginshttps://assetstore.unity.com/packages/tools/input-management/vr-movement-system-for-oculus-47292

      https://assetstore.unity.com/packages/tools/input-management/vr-arc-teleporter-61561 and in all 3 encountered the same issue.

    3. I created a new project from unity 2019.1 with Oculus v1.39 from Controllers example scene in the Oculus package (no external changes added) - could not do anything, hands did not even appear.
    did anyone encounter any issue similar to what's described?

    as said, i expect to see the and controllers, and the code attached to the trigger press executed. none of this happened.

    as some test, (since i do not have another quest) i exported a build and sharing here. please comment if you have tried it and it workd fine on your quest or nothttps://www.dropbox.com/s/uvcmhyar2qljb19/k14.apk?dl=0
     
  2. psingh1526

    psingh1526

    Joined:
    Jun 21, 2019
    Posts:
    1
    yes, the same issue happened with me also.
    Oculus GO controllers coming in the quest .
    But I didn't check the teleportation yet.
     
  3. Corysia

    Corysia

    Joined:
    Mar 14, 2018
    Posts:
    108
    I've seen a lot of comments about now needing to put in your AppID in to 1.39. I haven't tried it yet -- 1.39 is giving me other fits. Also, I see a new field in the Dashboard for a test UserID. I don't seem to have any issues with 1.38. I am using an OVRPlayerController, which I put a LocalAvatar in to the Tracking Space. I get hands with 1.38 without an ID. When I turn on the controllers, I see those, too.
     
  4. tucaz85710

    tucaz85710

    Joined:
    Jan 8, 2018
    Posts:
    14
    These are my notes to the solution of one hand showing up at a time. It works for me:

    •Make sure OVR camera is set to oculus quest not go/gear vr.
    •In the assets folder, create a folder named Plugins with another folder inside named Android
    •Go to the C:\Program Files\Unity\<yourVersion>\Editor\Data\PlaybackEngines\AndroidPlayer\Apk folder
    •copy and paste AndroidManifest into the Plugins>Android folder.
    •Copy and paste the following line into the AndroidManifest file then save it.
    <uses-feature android:name="android.hardware.vr.headtracking" android:required="true" android:version="1" />
     
  5. Corysia

    Corysia

    Joined:
    Mar 14, 2018
    Posts:
    108
    You should be able to do the same thing by doing:
    • Oculus -> Tools -> RemoveAndroidManifest.xml
    • Oculus -> Tools -> Create Store Compatible AndoirdManifest.xml
    That should essentially create the same file you are manually copying over.

    You might want to add to your notes:
    • Change <category android:name="android.intent.category.INFO"/> to <category android:name="android.intent.category.LAUNCHER"/>
    That should restore auto-starting on deploy.
     
  6. computergoddess

    computergoddess

    Joined:
    Sep 29, 2016
    Posts:
    6
    When I first created a test game and uploaded it to my Quest (without authenticating the api etc). my plane and cube showed up without any hands, but I was able to move around in the scene just fine. I was annoyed with not being Abe to see the hands so I tried many of the methods above but they are still not showing and now h game glitches out- immediately after it loads, it quits and I get a restart app window but then it quits again. So I am even further behind than I was at the beginning. I am really new at this but spent 5 hours trying to get this to work. Any ideas?
     
  7. Corysia

    Corysia

    Joined:
    Mar 14, 2018
    Posts:
    108
    A few. What I know for sure is my Example works. It's for Oculus Integration 1.38 and Unity 2019.1.14f.1 I have an APK up you can download and try if you wish.

    If you're working with 1.40, it's my understanding that you have to have an AppID registered with Oculus in your Developer's Dashboard and enter that AppID in to your project. I haven't had the time to create a 1.40 version of my Example yet, but I've started to document it in my 1.40 branch. I had hoped to this weekend, but things have just been too busy with non-VR stuff.
     
  8. PBN_Pure

    PBN_Pure

    Joined:
    Jan 10, 2020
    Posts:
    23
    I got everything to work but my hands sre bellow were they are actually at. For example i put my controllers in front of y face but in the game it shows them at waist level