Gray Avatar Hands instead of Transparent Blue? — Oculus
Welcome to the Oculus Developer Forums!

Your participation on the forum is subject to the Oculus Code of Conduct.

In general, please be respectful and kind. If you violate the Oculus Code of Conduct, your access to the developer forums may be revoked at the discretion of Oculus staff.

Gray Avatar Hands instead of Transparent Blue?

jasonhjasonh Posts: 9 Oculus Start Member
I am using Unity 2018.1.9f1 and version 1.27.0 (OVR Avatar and OVR Utilities).

The avatar model and virtual controllers are working as intended, but the material for the hands for the avatar are this sort of grayish default color and not the cool, sci-fi looking transparent blue material. Is this intended? What is the quickest method of implementing the transparent blue material instead? 

Thank you for your help.

Comments

  • jasonhjasonh Posts: 9 Oculus Start Member
    Am I the only one to experience this problem?
  • Heaney-555Heaney-555 Posts: 111
    Art3mis
    This is the new default avatar - ie. unloaded.

    You have to load the LocalAvatar to the userID of the current user.

    https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-gsg-unity/#avatars-gsg-unity

    Scroll down to "Loading Personalized Avatars"
  • jasonhjasonh Posts: 9 Oculus Start Member
    Thank you for your response.
  • jasonhjasonh Posts: 9 Oculus Start Member
    edited August 2018
    There are four Avatar shaders it seems:

    AvatarSurfaceShader
    AvatarSurfaceShaderPBS
    AvatarSurfaceShaderPBSV2
    AvatarSurfaceShaderSelfOccluding

    Do I add all four of these to "Always Included Shaders", or just three of these four, and if so, which three? If I add everything it still seems to work in my app, but in one of the sample scenes provided by Oculus it produces a strange result where it appears as though I have four hands if I begin manipulating the controller.

    Also, I got an error on this line:

    myAvatar.oculusUserID = message.Data.ID

    Visual Studio says "unity cannot implicitly convert type ulong to string".

    So I changed it to myAvatar.oculusUserID = message.Data.ID.ToString(); ;

    And, "public OvrAvatar myAvatar" should have "[SerializedField]" above it, no? Otherwise, how can you drag the avatar over and put it in the field as the instructions suggest?

  • jasonhjasonh Posts: 9 Oculus Start Member
    edited August 2018
    I am experiencing an issue where if I have 2 scenes in my build, and I transition to the second scene, the shading for the avatar's hands disappears.

    I am executing the suggested code in each scene. It loads the shaders in the 1st scene, but the for some reason it doesn't load the shaders in the second scene.

    If I make a build with just the second scene, it loads as it should.

    Starting a new thread on this issue in the hope that someone notices it...
Sign In or Register to comment.