Using Unity 2019.2.5f1 I cannot get the Oculus Avatar hands/skin to render semi-transparent the way they used to. They render solid opaque grey.
This problem is both for Oculus Rift and Quest. I am focusing my testing on Rift because it was always working fine in my previous development, whereas I am just getting going on Quest.
I have tried both the legacy renderer in Unity and also the LWRP (URP).
I am testing on the LocalAvatar scene in Oculus/Avatar/Samples (and I have tried other test scenes). With Clean install of Unity and Oculus and Sample Framework etc.
OvrAvatar has an option "Use Transparent Render Queue". This is ON (and Unity restarted as required).
Unity version: 2019.2.5f1
Oculus Desktop plugin: 1.38.3 (also tried 1.38.2)
Stereo Render Mode: Multi-pass
I am having the same problem in Unity 2018.3.8f1