04-12-2021 08:19 PM
Is there a prefab for the quest 2 controllers with hands, similar to the LocalAvatar? (LocalAvatar only renders CV1 touch controllers, as far as I can tell?
06-17-2021 09:06 PM
In case anyone else comes across this (as I did):
The provided AvatarDriver.cs is missing a switch statement at Start() to support Quest 2 (and probably Quest 1 via Link as well).
void Start()
{
var headsetType = OVRPlugin.GetSystemHeadsetType();
switch (headsetType)
{
case OVRPlugin.SystemHeadset.Oculus_Link_Quest_2:
case OVRPlugin.SystemHeadset.Oculus_Quest_2:
ControllerType = ovrAvatarControllerType.Count;
break;
case OVRPlugin.SystemHeadset.Oculus_Link_Quest:
case OVRPlugin.SystemHeadset.Oculus_Quest:
case OVRPlugin.SystemHeadset.Rift_S:
ControllerType = ovrAvatarControllerType.Quest;
break;
case OVRPlugin.SystemHeadset.Rift_DK1:
case OVRPlugin.SystemHeadset.Rift_DK2:
case OVRPlugin.SystemHeadset.Rift_CV1:
default:
ControllerType = ovrAvatarControllerType.Touch;
break;
}
}
06-23-2021 05:37 AM
the sampleFramework/Usage/CustomHands example places the hands where the controller should be, but not the cotroller itself.
it also makes the finger movenemt, when pressing the controller buttons
11-26-2021 04:02 AM
This solution doesn't seem to be working for me, I fixed the code like shown but I still get the wrong controllers when I run the app. Has anyone figured this out? I can get the Quest 2 controllers to be shown but without hands on them (Local Avatar doesn't have support for Quest 2 controllers I guess).