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Unity XR Management + XRIT w/ Oculus Avatar SDK?

Discussion in 'VR' started by Aaron-Meyers, Apr 29, 2020.

  1. Aaron-Meyers

    Aaron-Meyers

    Joined:
    Dec 8, 2009
    Posts:
    305
    I'm using the XR Management plugin system along with XRIT for development on Quest and I was wondering if there is a way to get the OVR Avatar stuff working with it. Specifically I'm interested in the controller/hand presence stuff where the fully articulated hand reacts to button presses and hovers.

    I tried taking an empty project, adding the Oculus Integration from the asset store, then switching it over to XR Management, but the LocalAvatar prefab doesn't seem to respond unless there is an OVRManager in the scene, which seems like it could cause conflicts with the native XR stuff and also makes any kind of locomotion a little more complicated.

    Any ideas?
     
    VuQNguyen, Mockarutan and Psyco92 like this.
  2. VuQNguyen

    VuQNguyen

    Joined:
    Aug 5, 2019
    Posts:
    4
    Hi. I wonder if you have found something to make this work?
     
  3. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    5,058
    Maybe check what headset is running. If Oculus, instantiate those prefabs, if other, instantiate default player