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Oculus Quest VR (no hands)

Discussion in 'VR' started by izeko2004, Aug 26, 2019.

  1. izeko2004

    izeko2004

    Joined:
    Dec 28, 2014
    Posts:
    74
    Hi

    I have used the example scene from the oculus plugin 'avatarGrab'. I can see the scene with the vr headset,but i dont see my hands.

    I have selected Quest as the target device.
    I am using unity version 2019.2.2f1

    Anything else i may have missed here?

    Thanks
     
  2. cabrera-juan

    cabrera-juan

    Joined:
    May 30, 2019
    Posts:
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    Probably is a setting you are missing on Player Settings.

    Follow these steps and you should be fine:
     
    nevche likes this.
  3. Corysia

    Corysia

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    If you're using Oculus Integration 1.39, you should consider downgrading to 1.38 as a lot of us are having no end of trouble with the latest version. You can find older versions at https://developer.oculus.com/downloads/package/unity-integration-archive/

    There are several steps you should do, also.

    The only-one-active-controller-at-a-time problem is fixed by:
    • Oculus -> Tools -> Remove AndroidManifest.xml
    • Oculus -> Tools -> Create store AndroidManifest.xml
    You will then have a Assets/Plugins/Android/AndroidManifest.xml file. Then, to fix the app not auto-launching on deploy:
    • Change the line in the manifest that has INFO to LAUNCHER.
     
  4. Corysia

    Corysia

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    I've written a guide for setting up hands with Oculus Integration 1.40. Things change rapidly and the info above isn't correct anymore.
     
  5. izeko2004

    izeko2004

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    Excellent, this is good stuff.
     
  6. Molster

    Molster

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    Feb 15, 2015
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    Where is the guide? Running into same issue with hands, all the manaifist and app id tricks are not working
     
  7. Corysia

    Corysia

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    In my signature.
     
    LAmental likes this.
  8. Molster

    Molster

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    Feb 15, 2015
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    hah. fully missed that on mobile. Thank you
     
  9. dr3d

    dr3d

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    Jan 23, 2008
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    I have projects where 1.40 LocalAvatar shows hands and others that do not. Everything is set up the same. The projects are somewhat complex. I am pulling my hair out.

    EDIT: Okay 1.41 just dropped.. Let's see what this fixes

    UGH! -- Unity Build and Run makes apks that crash, use Oculus B&R, BUT it builds the scene set in Unity B&R not what's current. -- gotcha!

    Player Settings XR - V2 signing? seems to make no diff at all

    --> Gave up and exported EVERYTHING into new projects. Hands appear now
     
    Last edited: Oct 9, 2019
  10. Jelmer123

    Jelmer123

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    Meh, the next problem you will run into is teleportation. I've spent many hours on it at work without a 100% bugfree result.
     
  11. dr3d

    dr3d

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    the bounceback thing still there?
     
  12. Jelmer123

    Jelmer123

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    yep (1.40 and 1.41), though by writing my own teleport/locomotion script, I realised the problem is not really in the Oculus lomotion script, but rather in OVRPlayerPlayerController + Character Controller...
     
    LAmental likes this.
  13. a2ky47

    a2ky47

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    Nov 26, 2018
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    Anyone worked? I still can't use the hand
     
  14. localprojects

    localprojects

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    Apr 26, 2019
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    2019.2.8 with the latest Oculus utilities (1.44) definitely works. And feels pretty good. Just added the hand tracking permissions to manifest and included my app id, like suggested.
     
    Corysia likes this.
  15. Corysia

    Corysia

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    Great! Now you can upgrade to 2019.3.0f6 and try the new XR. You'll be back to ripping your hair out in no time! :p