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Why locomotion example on Unity3D not working with Oculus Quest?

Forux
Explorer
Hello,

Locomotion example from latest Oculus Integration(1.40) for unity3d (2019.1.14f1).

What is wrong: controllers not visible, teleportation laser not visible

How to fix that?
9 REPLIES 9

mafikes
Explorer
Hi I have the same issue. Do have someone some tips to fix this?

mafikes
Explorer
I found solution. In the Scene is LocalAvatar it must be activated.
More in this thread: https://forums.oculusvr.com/developer/discussion/79002/localavatar-hands-not-appearing-in-new-oculus...

"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 !"

Forux
Explorer
Thanks!

Do you know how to remove the avatar? Disabling it or parts via corresponding options brokes logic, but we do not need avatar to be shown

mafikes
Explorer
You don't want use LocalAvatar? Maybe try CustomHands or AvatarGrabber.

Forux
Explorer
I mean that locomotion works ONLY with this avatar, and that body that always follow you must be visible to make it work, it is not we need, that body

Corysia
Expert Protege
All you need for locomotion (without writing your own scripts) is an OVRPlayerController prefab.

Forux
Explorer
@Corysia you mean it will not work actually? I mean I do not have any keyboard on Oculus Quest, I need teleportation, and I can not see it in OVRPlayerController.

Corysia
Expert Protege
Oh, sorry, I misunderstood.  I thought you were just after being able to walk around.  You can find the 'teleportation' bits in this video.  I've never tried it, myself, but it should work.  I'm not sure the entire video is current, but the requirements for teleportation should still be accurate.  If not, you should comment on the video and ask Valem to update it.

https://www.youtube.com/watch?v=r1kF0PhwQ8E

Asburry
Honored Guest
This scene puts you in a large area with static structures and buildings. There are several movement schemes available to allow you to explore this environment. These movement schemes focus on teleportation, which reduces the risk of user discomfort, and several use the thumbsticks to walk and turn.