I have a project (Unity 2019.2.0.f1, LWRP, Oculus 1.39, Rift-S) in which I cannot get the Oculus hands to show.
Please note that this is not where the hands are pink because this is LWRP. The hands are not showing up at all, even though they are being tracked (they interfere with the guardian boundary correctly).
I thought this might be something to do with the LWRP so I loaded a standard “3D” scene and loaded the Oculus integration. I didn’t load anything else, and opened the localavatar scene (the one with the small avatar on the table) and the hands NOR the small avatar showed up, but again they were tracking.
I tried the same thing in 2019.1.13.f1 and got the same result. I even deleted the oculus integration from my asset download and re-downloaded it, but I still cannot see anything in the scene.
Well, I found the answer in case anyone else has this frustration. It seems as though you have to enter an app ID now even for the local avatar to show up.
Also experiencing this with 2019.2.0a8 with ID in both places. It seems to be due to LWRP. If I run any of the oculus demo scenes without LWRP I see the hands/controllers fine.
Edit - I created some shader graph shaders and put them into the shader slots of the LocalAvatar component and the hands and controller show now.
This worked for me too (Unity 2019.2 and latest LWRP). Thank you. I just created a default shader graph PBR shader and put it in the shader slots in the Avatar component and it worked.
Same here, but i found a working example theme that had everything (controllers and movement) working. Once you download the Oculus Integration package from Asset Store, and import to your project, in asset browser find “ControllerModels” scene in “Assets\Oculus\VR\Scenes” and run it. My rift shows controller hands. Resave scene with your name and import your original project into it.
I was fighting with this problem for a while. Then I noticed an error about a dll missing. After some research I realised that there was only a 64 bit version of this library supplied by Oculus. An easy fix for me was to build as a 64 bit application instead of 32.
So - I had the same issue and I’ve tried everything except building the 64 bit version. I switched to a 32 bit version before I realized I had this issue because there were different issues …
I have one suggestion that is a work around and worked for me fine in the 32 bit build. If you toast the LocalAvatar and put the CustomHandLeft prefab as a child to the LeftHandAnchor (ditto with the right) then the hands work fine. There is probably a shortcoming to doing this but I haven’t run into it yet.
same issue. I used to use the sample scene, save as new scene and import my stuff in. But now, even sample scenes have the same problem with the invisible hands. GG