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hands not showing up with LocalAvator Unity

Blitz64Blitz64 Posts: 8
Brain Burst
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
    Brain Burst
    Thanks. 1.38 worked and showed my hands.
  • GuwopdeLaJeanGuwopdeLaJean Posts: 2
    NerveGear
    edited August 2019
    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 2019
    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: 4
    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: 5
    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
  • AndyPAndyP Posts: 1
    NerveGear
    I'm having the same issue with hands not showing up. None of the solutions seems to fix it. Not sure if I'm using 1.41 or 1.38 because I installed via the asset store, but the package manager seems to say 1.38.3 is installed. Not sure why it has to be this much trouble to get hands working on Quest considering how easy it was to get head tracking working, and I'm in total agreement that it would be extremely disappointing if an App id was required just to make a test project with hand tracking (although this hasn't solved the issue for me anyway).
  • CorysiaCorysia Posts: 94
    Hiro Protagonist
    Did you try my Example and it didn't work?
  • AGTDigitalAGTDigital Posts: 18
    Brain Burst
    AndyP said:
    I'm having the same issue with hands not showing up. None of the solutions seems to fix it. Not sure if I'm using 1.41 or 1.38 because I installed via the asset store, but the package manager seems to say 1.38.3 is installed. Not sure why it has to be this much trouble to get hands working on Quest considering how easy it was to get head tracking working, and I'm in total agreement that it would be extremely disappointing if an App id was required just to make a test project with hand tracking (although this hasn't solved the issue for me anyway).
    Hello, make sure to use Unity 2019 versions because localAvatar  on Unity 2017 and 2018 are not supported for now.
  • rfunk82rfunk82 Posts: 10
    NerveGear
    edited November 2019
  • starmind001starmind001 Posts: 9
    NerveGear
    If the hands are not showing up even after the app id, for me, it was where the hands were and where they were anchored. At first I had them set as a parent of the tracking space, which snapped the hands just above the players forehead. I didn't see this until I just pressed play in the editor. 
    So then I set the transform to the hands and they still didn't show. Reason was I didn't see them was they were at 0,0,0 but the player was at 0,10,2. So I reset the hands and then they showed up about 10 units away.
    To get them to be where they needed to be, I assigned each hand to be a child of each hand anchor. Like custom hand left to left hand anchor and custom right hand to right hand anchor. Then finally after one last reset position of each hand they showed up where they needed to be.
    Hope this helps!
  • VertexDesignVertexDesign Posts: 4
    NerveGear
    Oculus hands are just hopeless..I managed to get them to show, and as soon as I made them an item grab they disappear. This is all down to oculus....they really need to sort it out, its so so unreliable...very disappointing.
  • VertexDesignVertexDesign Posts: 4
    NerveGear
    Even the custom hands are unreliable..sometimes they work sometimes they don't....no scripting errors.
    Just hopeless.
  • iamtheonlyiamtheonly Posts: 3
    NerveGear
    I'm having issues with the hands as well, they do not show up at all, but they do exist in the scene because I can hit the guardian walls, or if I pinch to return to Oculus Home it registeres the pose and takes me out of the app.

    I've tested with Unity 2019.1 2019.2 and the released yesterday 2019.3 and nothing helps. I've changed materials on the hands, generated the app manifest (tried without as well), entered the app IDs - nothing.

    Tried the HandTest scene as well as the one with the train (don't remember the name). Both do not show hands at all.

    Oculus integration version 12.0 or as posted on Asset Store
     Utilities for Unity 1.44, Platform SDK 12.0, Avatar SDK 1.42, Spatializer 1.43, VoiceMod 1.0, and LipSync 1.43.


  • coutlass.supremecoutlass.supreme Posts: 3
    NerveGear
    2019.2.8 with the latest Oculus utilities (1.44) definitely works. And feels pretty good. Just added the hand tracking permissions to manifest and included my app id, like suggested.
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