hands not showing up with LocalAvator Unity — Oculus
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hands not showing up with LocalAvator Unity

Blitz64Blitz64 Posts: 8
NerveGear
I'm using LocalAvatar -> AvatarGrabberLeft
Oculus Quest
Unity 2019.1.12f1
Oculus Integration 1.39

I can grab objects but my hands are like invisible.   I'm new to unity Oculus Quest development.   I created a brand new project with just 1 cube so I can grab it.

Initially I can't even grab the objects.  I did Tools -> Remove AndroidManifest.xml and then create Store compatible AndroidManifest.xml.

I tried the AvatarGrab Scene that has built in Oculus cubes and I still can't see my own 2 hands.   I can still grab stuff pretending I have an invisible hand.   Anyone know a fix?


Comments

  • AdrellaDevAdrellaDev Posts: 2
    NerveGear
    It's a different issue from the Android thing. There seems to be a bug in Oculus Intergration 1.39 that causes the hand mesh to disappear. I reverted back to 1.38 and it was fixed.
  • Blitz64Blitz64 Posts: 8
    NerveGear
    Thanks. 1.38 worked and showed my hands.
  • Blitz64Blitz64 Posts: 8
    NerveGear
    1.39 works as well.  I need to enter my App ID from dashboard.oculus.com in Oculus -> Avatar
  • GuwopdeLaJeanGuwopdeLaJean Posts: 2
    NerveGear
    edited August 3
    Blitz64 said:
    1.39 works as well.  I need to enter my App ID from dashboard.oculus.com in Oculus -> Avatar
    This worked for me!  Thanks I have been going crazy trying to find a fix. Care to explain how you figured it out?
  • alessio.grancinialessio.grancini Posts: 2
    NerveGear
    edited August 12
    Hello everyone, after three days working on this I thought to share the sample scene working correctly here. 
    What a pain. Insert your app ID and should be working smoothly. 
    [In both Platform settings and Avatar settings]

    Cheers ! 
  • PFH-GoettingenPFH-Goettingen Posts: 2
    NerveGear
    hey there, after adding the app ID to Avatar and Platfrom settings there are still no hands showing up. Any idea what to do now?
  • yarwadyarwad Posts: 4
    NerveGear
    In the developer documentation it looked like you don’t have to enter an appID unless you want to use a custom avatar.  Anyone know if this is true?  It would suck if you have to request a new appID every time you wanted to experiment with Oculus in Unity
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