I installed the Oculus integration v1.3.9 on my 2019.1.12f1 unity and when I build and run the game, the controllers do not show up or track. If I hit the thumbsticks I move a little bit forward or backwards but i dont know why. Anyway to fix this?
Same problem here. Pressing the trigger on each of the controllers, activates one of them. Pressing it on the second controllers, deactivates the first one and activates the second controller. Using 2019.1.11f1.
The toggling only works if I add a custom child gameobject (a cube, a sphere etc) under the hand anchors.
Got an answer from this thread.
This does fix the moment issue, but my controllers are still not showing up. But thank you because at least this is a step in the right direction.
I haven’t been able to find an answer why but it’s a problem with the 1.39 integration. Once I rolled back to 1.38 my hands showed back up.
You need to add Avatar App ID’s because of a change in 1.39. Go into the Oculus menu and the Avatar settings (I think that’s the wording, doing from memory) and then enter some real App ID’s or I just put in 999999 in both Rift and Gear ID’s and things started to work.
That said your using a Quest so might not be the issue bit was the problem for me and my Rift.
Hi Folks
I have nearly tried everything, but i can’t get it to work
my controller are moving in very small steps and i can’t turn
I am not a programmer, but this is what if have tried.
I am out of options, any help would be appreciated.
Norby
attempt 1)
1.Go to \Editor\Data\PlaybackEngines\AndroidPlayer\Apk, Copy the AndroidManifest.xml file to your Assets\Plugins\Android
- Add after
attempt 2)
. Make sure OVR camera is set to oculus quest not go/gear vr.
-
Make sure you have a folder named plugins with another folder innside named android and in the android folder is where the manifest belongs. Don’t have a manifest. Just go to your project folder>Temp>Staging Area. There should be an android manifest that you can copy and paste into the Plugins>Android folder.
-
Add
to the manifest.
attempt 3)
I like this solution best. Saves you from having to build your project.
https://developer.oculus.com/documentation/quest/latest/concepts/mobile-native-manifest/
Find the AndroidManifest.xml file in the Plugins/Android folder. Then update the least 2 lines with this:
Code (CSharp):
That is insert the two lines:
attempt 4)
- <?xml version="1.0" encoding="utf-8"?>
- <manifest
- xmlns:android=“http://schemas.android.com/apk/res/android”
- package=“com.unity3d.player”
- xmlns:tools=“http://schemas.android.com/tools”
- android:installLocation=“preferExternal”>
- <supports-screens
- android:smallScreens=“true”
- android:normalScreens=“true”
- android:largeScreens=“true”
- android:xlargeScreens=“true”
- android:anyDensity=“true”/>
- <application
- android:theme=" @ /UnityThemeSelector"
- android:icon=" @Mipmap /app_icon"
- android:label=" @anon_76954444 /app_name">
- <activity android:name=“com.unity3d.player.UnityPlayerActivity”
- android:label=" @anon_76954444 /app_name">
- <meta-data android:name=“unityplayer.UnityActivity” android:value=“true” />
My project might help you. Oculus Quest / Rift Example Project available on GitHub
Thanks Corysia
I will take a look later today
Norby
Hi Corysia
Thanks a lot, it works again
Great work !
Norby