Avatar trouble with the Quest — Oculus
IMPORTANT:

All Oculus Quest developers MUST PASS the concept review prior to gaining publishing access to the Quest Store and additional resources. Submit a concept document for review as early in your Quest application development cycle as possible: https://developer.oculus.com/quest-pitch/

For additional information and context, please see "Submitting Your App to the Oculus Quest Store".
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.

Avatar trouble with the Quest

JattierJattier Posts: 6
NerveGear
Controller tracking and hand gestures seem to work fine, but the Avatar body is visible and stationary.  Have I missed a step?

I created a new scene in Unity 2019.1.4f1 with Oculus Integration 1.37.  I've added OVRCameraRig and LocalAvatar to my Hierarchy.  I've changed tracking on OVRCameraRig to be floor level rather than eye level.  No other changes.

I'm seeing the same behavior in the sample scenes, particularly the LocalAvatar example scene in Oculus -> Avatar -> Samples -> LocalAvatar.  The mini avatar mirrors my hand motions, but the Avatar's head and body don't move.

Comments

  • davido.tucciaronedavido.tucciarone Posts: 11
    NerveGear
    Similar issue.
  • BenjaminKeatingBenjaminKeating Posts: 4
    NerveGear
    I also have the same problem, but imusing VRTK 3.3.0 i linked app id and unising unity 2019.1.4 
  • JattierJattier Posts: 6
    NerveGear
    I've fixed it, but I don't know exactly what I did.  I'm back at work this week, so my time is limited to track down exactly what it was.  I followed the settings in https://developer.oculus.com/blog/tech-note-unity-settings-for-mobile-vr/ and once I re-deployed, it was working as expected.

    If someone else can report on their success/failure following that blog, I'd appreciate it.
  • originlaboriginlab Posts: 7
    NerveGear
    to work for me too by compiling with textures in ASTC,
    also thinking about selecting quest in occulusProjectConfig,
    a big thank you
  • Timo3000Timo3000 Posts: 10
    NerveGear
    edited May 29
    Make sure to disable the "Show Third Person" Property on the Local Avatar game object (take a look at minute 5:38): 
  • batoulomeusbatoulomeus Posts: 1
    NerveGear
    Can somebody confirm or prove wrong that the App needs an approved Quest-ID to work with personalized Avatars? Is a non-Store-approved development for sideloaded apps possible?
  • Charlie_YoungCharlie_Young Posts: 3
    NerveGear
    Jattier said:
    I've fixed it, but I don't know exactly what I did.  I'm back at work this week, so my time is limited to track down exactly what it was.  I followed the settings in https://developer.oculus.com/blog/tech-note-unity-settings-for-mobile-vr/ and once I re-deployed, it was working as expected.

    If someone else can report on their success/failure following that blog, I'd appreciate it.
    any ideas on what resolved it? I am having the exact same issue with stationary avatars (but moving hands). I am using Oculus Utilities 1.37 and Unity 2018.3.4f1.
  • Jed_BartletJed_Bartlet Posts: 3
    NerveGear
    Jattier said:
    I've fixed it, but I don't know exactly what I did.  I'm back at work this week, so my time is limited to track down exactly what it was.  I followed the settings in https://developer.oculus.com/blog/tech-note-unity-settings-for-mobile-vr/ and once I re-deployed, it was working as expected.

    If someone else can report on their success/failure following that blog, I'd appreciate it.
    any ideas on what resolved it? I am having the exact same issue with stationary avatars (but moving hands). I am using Oculus Utilities 1.37 and Unity 2018.3.4f1.

    I fixed the stationary avatar issue by upgrading to Unity 2019.1.2f1. However I now have a different issue -> on the Rift everything works fine, but when I build for Quest grabbing objects doesnt work, and the OVRplayerController will only do snap rotation and not move when I use the thumbstick (but free movement does work). any ideas?
  • moakesymoakesy Posts: 1
    NerveGear
    Spent all day trying to fix this....and actually found the solution!!

    On the OVRCameraRig, set the Target Device to Quest. Done! Avatar head/body now follows correctly.


  • cebermanceberman Posts: 2
    NerveGear
    I am still having similar problem after making the change you suggested in OVRCameraRig.   Test applications are from the Unity package, Oculus/SampleFramework/Usage directory.     I am using Unity 2019.3.0a6, so I will also try an older version as documented 

    In Build Settings, under Android, I have set the Run Device to "Oculus Quest", and in reviewing the OVRCameraRig in each of the Scenes (AvatarGrab, CustomControllers, etc), the TargetDevice was already set to "OculusQuest"
  • cebermanceberman Posts: 2
    NerveGear
    One update, realizing that i was on a beta version of unity, I retried this  on Unity 2019.1.10f1, and installing all frameworks from scratch.   

    The same problem occurs (can move and see hands/controllers, but avatar does not move with head motion).   I also want to report that teleporting is also affected by this.
Sign In or Register to comment.