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InputFocusAcquired triggered too early after unlocking Quest 3S

Immersiv.io
Honored Guest

Hello,

I'm developing an application on Meta Quest 3S using the Meta XR SDK in Unity, and I'm facing an unexpected behavior related to the focus events (OVRManager.InputFocusAcquired).


Context:

When the user locks the headset (with the side button) as he already was the Meta Universal Menu and then unlocks it, the OVRManager.InputFocusAcquired event is triggered immediately upon unlocking, even though the user has not yet clicked the “Resume” button in the Meta Universal Menu.


Issue:

This causes my application to resume too early.

At this point, the application is not yet visible to the user — it’s still behind the system menu — resulting in Confusion for users (the app "comes back to life" while they’re still in the menu).


Observed Behavior:

  • OVRManager.InputFocusAcquired fires immediately upon unlocking the headset.

  • My app thinks it is fully resumed, but the Meta system menu is still on screen.

  • I couldn’t find a reliable way to detect when the user has actually clicked "Resume" to return to the app.


My questions:

  • Is it expected that InputFocusAcquired is triggered before the user confirms return to the app?

  • Is there any official way or event to detect when the Meta system menu has actually been dismissed?

  • Is this behavior specific to Quest 3S, or does it affect other devices as well?

Thank you in advance for any insights.
Happy to provide logs or a minimal reproducible project if needed.

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