Vrtk: No hands and start on floor with Oculus and latest versions

Created on 10 Aug 2018  路  22Comments  路  Source: ExtendRealityLtd/VRTK

Environment

Latest VRTK main branch
Unity version 2018.2.2f1
Oculus
SDKs (ovr_unity_utilities_Main, ovr_avatar_sdk_1.27.0 and OVRPlatformSDK_v1.24.0)

Steps to reproduce

  1. download latest VRTK github
  2. open unity and open this project
  3. import the latest three Oculus packages (ovr_unity_utilities_Main, ovr_avatar_sdk_1.27.0 and OVRPlatformSDK_v1.24.0)
  4. open the example scene "006 Locomotion" (all scences have this issue anyway)
  5. run.... player is floor level (screen is black because your head is on the floor)

_Note: I found that against the "OVRCameraRig" the script files are missing for "OVR Camera Rig (Script)" and "OVR Manager (Script)"

so i add these back in (by adding component)
I then change "Tracking Origin Type" to be Floor Level

Now i am above the floor, however i have no hands_

Expected behavior

Would expect with latest versions that the example scenes would work with players above ground and controls/hands showing

Current behavior

Player head is on floor, hands are not showing or working... menioned above how i fixed the hands issue... not sure why the scripts where gone from the scene when you first open it... so guess they need to be added back in... but having know luck with the hands not working

All 22 comments

Infact... looking at most of the objects, im seeing a lot of "the associated script can not be loaded" in the component sections

I think this may be why:
https://gamedev.stackexchange.com/questions/153463/the-associated-script-cannot-be-loaded-how-can-i-see-what-script-is-associate

Since this new VRTK version, we have a lot of these missing associated script components, and according to the article above, it may be due to the meta data when pulling/pushing from different developers.

so may be because this versions meta data is now not matching correctly : (

as a work around,
If you go to Assets/VRTK/Examples/ExampleResources/SharedResources/Prefabs/SDKManager then drag the VRTK_SDKManager prefab in to the work space, all the scripts are attached correctly.. so just delete the SDKManager that is already in the scene and reset any parameters or variable changes you made to the original one to this new one... now you can get the example projects working again : )

Since this new VRTK version, we have a lot of these missing associated script components

Expected: VRTK includes support for all supported SDKs by default and you most likely did not import all of them into your own project. In your own scenes you should obviously only set up the SDK Manager to support the SDKs you want to support and have imported into the project.

Ignore missing script warnings in the example scenes for SDKs you don't intend to use and therefore never import.

Im not sure i understand your answer?

If you download the latest VRTK master branch, and import only the required SDKs for Oculus to run, you will find a lot of missing scripts in the components for Oculus when you open the example scenes (see this screenshot: https://i.stack.imgur.com/ELUpf.png)

which cant be ignored, because the examples will not run.

But if you drag in the prefab used for your examples... all the scipts show correctly.

So sounds like the UID for these scripts have changed which is why the examples have lost reference to them

I find it very unlikely that Oculus changed the file IDs because that would mean anyone updating their package would run into trouble.

It's more likely that you're looking at additional Oculus Avatar package components which you didn't import into your project at the time of the screenshot?

No, the issue isnt with Oculus, its with the master VRTK version... simply start a new project, import only the required Oculus SDKs, open an example... it wont work as expected.

To fix... i dont need to import anything else, i just delete the VRTK_SDKManager from the scene then drag another in, then just re-bind the left and right controllers... so the problem has gone for me, just anyone else who wants to try the VRTK demo running Oculus will hit this same issue

The following is a screenshot of a couple of the missing scripts within the VRTK prefab that is loaded into the scene initially

bandicam 2018-08-13 11-45-41-416

And, incase it helps... here is a screenshot after i drag the SDKManager into the scene after deleting the current one (nothing extra was imported):

bandicam 2018-08-13 12-01-15-065

Yeah something wrong there, dunno what. You can literally just revert the prefab and it will fix itself so I guess there's some version incompatibility between Unity versions that result in not matching component IDs but prefab keeps working.

Same issues here but I cant see a SharedResources Folder or find a [VRTK_SDKManager] prefab anywhere in my project. I just imported the latest assets folder from GitHub.. (?)

Cancel that. I found it. It was just in an obscure place: Examples/ExampleResources/SharedResouces/Prefabs :) Cheers

Should be in "Assets/VRTK/Examples/ExampleResources/SharedResources/"

However, when I delete old [VRTK_SDKManager] and add a new [VRTK_SDKManager] prefab I still have missing scripts and no hands. Seemingly no change at all. :(

are you using Oculus, and do you have all the required SDK packages imported?

Using Occulus yes, I got the latest Occulus Utilities from their site this morning (https://developer.oculus.com/downloads/package/oculus-utilities-for-unity-5/) . Maybe its the wrong version? I am using Unity 2018.2.3

Issues like these are better discussed in Slack because you can instantly get answers instead of waiting on here. It's also way easier for troubleshooting in general. GitHub issues are only useful for proper bug reports with steps to reproduce in an example scene like the Issue Template requires.

I also encountered the same problem. The fix for me was to delete OVRCameraRig and LocalAvatar and add them again from Oculus SDK. For OVRCameraRig it is also necessary to set Tracking Origin Type to floor in OVR Manager. Then populate again object references for Oculus VRTK_SDK_setup and select SDK_OCULUS_AVATAR in VRTK_SDKManager (or arms will not be teleported with player).
If I just revert LocalAvatar then some Materail Managers in it are not assigned and nothing works, so I need to delete and add it.
My unity version is 2018.2.2f1 and Oculus Utilities+Avatar version is 1.28 (without platform sdk). VRTK from Master.
After that I was able to check some demos (but it was necessary to repeat this setup for each).

Thanks for your solution Biliogadafr, I managed to get it working too by first dropping a VRTK_SDKManager in a clean scene, then adding the Oculus SDK LocalAvatar Prefab into the scene. Suddenly all the missing connections on the VRTK_SDKManager solved themselves. Also noted that VRTK_SDKManager is missing references to DefaultBodyMaterialManager and DefaultHandMaterialManager which are GameObjects located under the LocalAvatar prefab. Guess this should be added to the Prefab in the VRTK Master?

Ok, this fixed the first half of the problem for me! I'm no longer a head stuck in the floor with no hands!

However, I still don't seem to have any control over the scene. No teleport, no pointer etc, just the default oculus touch controller model with absolutely no response from using any button or pad.

Any ideas?

@Biliogadafr 's steps got my hands showing up and head in the right place. But I don't have any control, teleport, or pointers either.

I tried setting the Left Controller and Right Controller Script Aliases on VRTK_SDK_Manager to the LocalAvatar's controller_left and hand_left objects and also the LeftControllerScriptAlias object in the example scene, all to no avail.

I have no warnings or errors in the console.

Here are some specs:
VRTK 3.3.0, downloaded from asset store
Unity v2018.1.0f2, Oculus Utilities v1.27.0, OVRPlugin v1.22.0, SDK v1.36.0

Closing this as it's related to an older version of VRTK (v3.3) the master branch is now on VRTK v4. Feel free to request to reopen if the issue is still present.

@thestonefox v4 is still in beta, no? Is this issue fixed, still experiencing it in v3.3 (which is still the official lastest release)

We're not working on v3.3 only v4

Hello, there. If you want to try 3.3 version, do this steps:

  1. Setup VRTK plugin from unity asset store: https://www.assetstore.unity3d.com/en/#!/content/64131
  2. Install Oculus Integration plugin: 1.38 (current version on the 27.06.2019): https://assetstore.unity.com/packages/tools/integration/oculus-integration-82022
  3. Open demo scene and setup in [VRTK_SDKManager] -> [VRTK_SDKSetups] -> Oculus -> OVRCameraRig in OVR Manager script in Tracking - Tracking original type - Floor level.

It should works properly.
floor_level001

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