Version 1.39 of our integration for Unity has been released!
The Oculus Integration for Unity package adds scripts, prefabs, samples, and other resources to supplement Unity’s built-in support. The package includes an interface for controlling VR camera behavior, a first-person control prefab, a unified input API for controllers, advanced rendering features, object-grabbing and haptics scripts for Touch, debugging tools, and more. For more information, see our Unity Getting Started Guide.
I'm also having the problem with missing hands, all the sample scenes with avatar objects like body and hands don't show on the quest after build (manifest rebuild, controllers show)
@hawken, I was able to get the hands back but it seems like you cannot use OVRPlayerController. Try to open the Custom Hands scene, get the Camera rig and hands and copy into your scene. It's the only thing who worked for me so far. The problem is that I need OVRPlayerController for the teleport (all the tutorials I found to use that). If anybody knows how to implement it using only OVRCameraRig that would be very useful
I've finally managed to get my hands to appear in my game but all credits goes to Valem on youtube. So this is his solution:
"Since 25/07, the new version 1.39 of the Oculus Integration has changed how the Local Avatar works. Here is the fix :
To see your avatar, you have to register an oculus app id. On the top panel go to Oculus / Avatars / Edit Settings, you can create an oculus app id here https://dashboard.oculus.com/ (useful if you want to make some multiplayer stuff or publish to oculus store) BUT any number as the Oculus App ID will also works !"
So its that simple... enter an App ID, rebuild and your hands should now appear...
Apparently if like me you are suffering from "failure to initialize" errors and you aren't getting hand/head tracking in the Unity Editor, you can roll just the "Spatializer" folder back to the 1.37 version. It appears that Spatializer is the culprit for us. Thanks to Etienne Archambault for noticing that https://forums.oculusvr.com/developer/discussion/comment/698867/#Comment_698867
It looks like that error is thrown for just the first ovrAvatar_UpdateGazeTargets call. Before nativeGazeTargetsData is set. So it's not a huge deal. A little annoying though.
Using the Integration package in Unity in a high school classroom. We were able to test the OVRPlayerController by holding down CTRL+WASD and checking locomotion (while also being able to check environments being built) - this meant we didn't need a Headset on each computer - the 1.39 update doesn't seem to do that anymore...or does it? Anyone know if the ability to preview without the Headset feature still exists?
Actually I guess that version isn't for Unity anyway... well the real problem is that for the last 2 days I've been trying to get the unity Oculus Integration 1.39 to work, but my scripts can't find the namespace 'Oculus' so the scripts can't use LeaderboardEntry or even Oculus.Platform at all. The files are all located where they were before the upgrade so something is wrong. Any help would be greatly appreciated 🙂
Edit: I am reimporting all unity assets because all of the scripts are not processed yet after bringing them all back in. I will try to just 'comment out' the Leaderboards script after the 2 hour reimport has finished and see if that will help it see the Oculus namespace.
Edit 2: My files have processed and they still can't find 'Oculus' namespace! What is going on? 😞
So basically I either need my files to find the 'Oculus' namespace with the updated Oculus Platform (Fix 1), or for checking Entitlements to actually get called in my older code (Fix 2). Please can someone find an answer? I would be eternally grateful 🙂