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PHORIA_Dante's avatar
PHORIA_Dante
Honored Guest
2 years ago

Controllers not tracking in Quest build.

Hey,

We have recently started a new Quest project using Unity 2022.3.1 and Oculus Integration 54.1, but the controllers aren't tracking in builds. They track perfectly fine in the OS menus and in other apps both previously made by us and not, but in any new projects we make they just stay on the ground. Weirdly the buttons animate in response to input as expected, just connected to motionless controller models.

To make sure none of our stuff was interfering with it, we created a new project following the project setup described in the Oculus documentation here, then added the provided OVRControllerPrefab as a child of both Hand Anchors but still had the same issue.

Does anyone have any idea why this is happening? Thanks!

5 Replies

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  • I have the same issue, but I am using a custom rig with open XR. As soon as I delete the oculus folder from the Assets, everything works again. Problem is I would need the SDK.

  • Same issue here after an Oculus Integration SDK update to 54.1. How can we elevate this? It definitely seems like a bug.

  • So I emailed them via the contact us page (evidently they removed the bug report category from that, so I picked a different category) but they basically refused to look into it, and told me to post here (I had already included a link to this post in the initial email and told them it was posted here). So I'm not really sure what to do, but I know I've posted bugs here before with no response, so it's not looking good. Maybe if you all emailed them as well they would realize it's an actual issue?

  • I'm running into a similar issue and found that unchecking the "Meta XR Feature Group" from the OpenXR options in the project settings fixes the controller tracking, but it now generates two prompts to turn the feature group back on, every time Unity compiles or starts the app!