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Inspiring
May 1, 2026
Question

Unity Quest app works on Quest 2 but not on Quest 3

As the title indicates, after recent updates my app still works fine on Quest 2, but not on Quest 3. Earlier both were working fine.

The problem is related to pressing the trigger button on the controller. This is not recognised anymore. It may be related to a (very 😁) old third party package that I am using. I initially developed my app for the HTC Vive and this package is called Vive Input Utility. It has always worked on the Quest, and still does on my Quest 2. On the Quest 3 I can see the models of the Vive controllers instead of the Quest controller, that's why I think there is a relation. I know I'll need to bite the bullet one day and replace it with the OVR Interaction Rig, but that requires updating Unity canvasses, Event Modules and button presses in scripts so a fairly big redesign.

And since my app still works on the Quest2, I don't feel that this package is the problem right now. I wonder if there is a relation with the major updates recently of the Meta home environment's UI, although that UI update is also installed on my Quest 2.

Here's the software versions.

Quest 2: V2.1.1034, build 5210688.5260.150 installed 29 April

Quest 3: V2.3.1034, build 5208318.3200.520 installed 1 May

For my Quest 2 there is a pending upgrade to 2.3.1034, build 5215047.3460.150, but I am hesitant to install that as it might also break the app on the Quest 2. So as long as I have this version I can at least test the two different behaviours.

So I hope someone can clarify what's happening.

Thanks!

2 replies

Degly
Inspiring
May 10, 2026

Well, to me this really does sound like the old Vive Input Utility is what's causing the issue  here.

The fact that Quest 3 is showing Vive controller models suggests the package is falling back to the wrong controller profile after the OS/runtime update. Quest 2 may still work only because it is on the older runtime build. But the good thing is that I would not assume the app itself is broken. More likely the input mapping/device profile resolution changed in v2.3 on Quest 3.

For a quick test, log the actual device name and trigger axis values through Unity Input/InputSystem on Quest 3. If the raw trigger value is present but Vive Input Utility does not detect it, then the issue is definitely the third-party input layer.

Long term, I would migrate away from Vive Input Utility and use OpenXR/Meta input mappings. Short term, check if you can manually remap the Quest 3 controller profile or bypass that package just for trigger input.

jbossAuthor
Inspiring
May 13, 2026

Great, thanks. I'll do some further troubleshooting.