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Oculus Avatar skin/hands is not transparent
Using Unity 2019.2.5f1 I cannot get the Oculus Avatar hands/skin to render semi-transparent. It renders solid opaque white/grey This problem is both for Oculus Rift and Quest. I am focusing my testing on Rift because it was always working fine in my previous development, whereas I am just getting going on Quest.
I have tried both the legacy renderer and also the LWRP (URP). I am testing on the LocalAvatar scene in Oculus/Avatar/Samples (and I have tried other test scenes).
OvrAvatar has an option "Use Transparent Render Queue". This is ON (and Unity restarted as required).
Details:
Unity version: 2019.2.5f1
Oculus Desktop plugin: 1.38.3 (also tried 1.38.2)
Stereo Render Mode: Multi-pass
I am having the same problem in Unity 2018.3.8f1
Suggestions anyone???
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