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.
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"
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.
I have an almost similar problem as @ceberman. OVRcamera setting and Build setting is set to "Oculus Quest". Everything work in the unity scene with Oculus rift, but when I build and install apk on Quest it does not! The avatar interior face was visible but was fixed by disabling the "Show Third Person". However other problems I have are 1-Only one hand show up at a time when I trigger(oculus touch), it changes the hand and the other one disappears 2- The hand is a bit far from the laser pointer origin 3- Grabbing does not work. I am using Unity 2019.3.0a7
I've seen a similar issue before: Avatar hands work perfectly, but the avatar's body is stationary and untextured. I fixed it by setting OVRCameraRig>OVRManager>TargetDevices = [Quest], and _also_ setting Texture Compression to ASTC in Build Settings.
Dragging the LocalAvatar prototype into the OVRCameraRig solved the issue for me. Now the controllers are within the parent (headset) they follow me about.