Misaligned headset view position/ body tracking
I have a quest 3s and have had no issues for the last few days since I got it, but now my avatar in games is hunched over making it hard to see my hips or chest, and feeling like my view is from in front of my head instead of where my head is at. It also messed up my controller tracking/ perspective in pass through mode, since usually my hands and controllers would match up perfectly and the controllers would have a mixed reality effect to see battery life and a representation of my controllers in passthrough, making it hard to distinguish the two from reality to vr, but now the representation of my hands and controllers dont line up and are smaller than what I see. It's almost like everything seems a bit bigger in passthrough, but smaller in games. Long story short, can I reset the position of my body and head to line up with my own because this is making it hard to interact with holsters and causing bad arm and hand tracking in game apart from the jarring experience of seeing from a foot ahead of my nose45Views0likes6CommentsIssue: Quest 3 controllers always fall back to “Oculus Touch Legacy” in SteamVR games
Hi everyone, I recently switched to a new Meta Quest 3 from meta warranty services, i continue to use my same Touch Pro controllers and I’ve been stuck with a very frustrating issue: In the SteamVR menu / dashboard, the controllers show up correctly as Quest 3 Touch Plus (blue laser, correct 3D model). But the moment I launch any SteamVR game, SteamVR switches them to “Oculus Touch Legacy Bindings”. In-game, the controllers look wrong (smaller, with tracking rings, purple lasers) and are miscalibrated (like held backwards in Paradiddle, drumsticks pointing the wrong way). With my previous Quest 3 on the same PC, everything worked perfectly out of the box (no tweaking, games launched fine with the right bindings). --- What I’ve already tried (nothing worked so far): Full factory reset of Quest 3, complete clean reinstall of SteamVR and Oculus PC app, deleted every config folder and registry keys (AppData\Local\openvr, Steam\config, Roaming\SteamVR, Oculus folders, etc.). Tested both SteamVR Stable and SteamVR Beta. Stable → no oculus_touch_plus profiles exist → always falls back to legacy. Beta → includes Touch Plus profiles, but some games won’t even launch properly. Manually added custom bindings_oculus_touch_plus.json and oculus_touch_plus_profile.json into SteamVR\drivers\oculus\resources\input\ and Steam\config\input\. → SteamVR still insists on using Legacy inside games. Disabled SteamVR Home, disabled Steam Input (globally and per-game). Tried forcing Oculus runtime (-vrmode oculus / -oculus) in launch options. → Works only for some Unity/Unreal titles, not for all. Confirmed in SteamVR Developer > Input Debugger → games always load oculus_touch (legacy), never oculus_touch_plus. --- Summary SteamVR Stable right now does not ship oculus_touch_plus bindings. My old Quest 3 worked perfectly (must have been on a version where they were included). My new Quest 3 is stuck in Legacy mode for all games → broken calibration and wrong models. Only way it works correctly is launching games via Meta Link library or Virtual Desktop (bypassing SteamVR). --- What I need help with Is there a way to force SteamVR Stable to always use oculus_touch_plus globally for Quest 3? Or is this simply a bug/missing feature in the current Stable build of SteamVR? Has anyone else solved this without being stuck on Beta (where some games won’t launch)? Thanks a lot — this issue has been driving me crazy because my previous Quest 3 worked flawlessly, but the new one refuses to use the right controller profile. ---90Views0likes0CommentsHow to fix or pass the facebook login screen Check your notifications on another device ?
The problem is that by mistake i logged out all my facebook accounts from all other devices. from my phone mobile and from the laptop and after formatted my pc i can't log in anymore my facebook account. i also tried the other way "Try another way" but this might take days even months and so far no one helped or answered me. is there any way to bypass this problem ? my account was not locked for any reason , i just formatted my pc and since then i can't log in to my facebook account because it need my notification check on other device/s. my facebook account is: [mod edit: personal details removed] thank you.561Views0likes1CommentUE5 VRNotificationsComponent issues with Quest 2
Hi, I'm trying to complete all the VRC requirements for app labs and I'm using the latest unreal version 5.3.2 with openXR. But for some reason I can't get the vr notifications component to work in a shipped build (it works in the editor and developer build). Does anyone have/had the same problem or gotten it to work in any shipped build version in UE5. I'm currently thinking about downgrading the engine version to 5.2 again and hopefully that will work.1.3KViews0likes1CommentCorrect way to pause game when headset removed / Dash up?
Hi! I am working on a VR application and I need to meet VR.PC.Functional.3. I am testing this in a simple Menu Scene I designed, and it only works partially. When I hit the Oculus button to return to the Dash, the app pauses. Hitting that button again returns the game correctly. However, upon removal of the headset and putting it back on, the OVRCameraRig never begins rendering again. I looked at the component in the inspector while this problem is occurring, and it appears the the OVRCameraRig never was SetActive(true) again. Can anyone help or give me their code that works? Thanks in advance, PicoPlanet Developing Below is my pause script, attached to a separate gameobject: using System.Collections; using System.Collections.Generic; using UnityEngine; public class MenuPauseControl : MonoBehaviour { public GameObject OVRCameraRig; public GameObject Canvas; public GameObject EventSystem; void Start() { } void Update() { if (OVRManager.hasInputFocus && OVRManager.hasVrFocus) { ContinueGame(); } else { PauseGame(); } } private void PauseGame() { Time.timeScale = 0; //Disable stuff that still work while timescale is set to 0 OVRCameraRig.SetActive(false); Canvas.SetActive(false); EventSystem.SetActive(false); } private void ContinueGame() { Time.timeScale = 1; //enable the stuff again OVRCameraRig.SetActive(true); Canvas.SetActive(true); EventSystem.SetActive(true); } } and here's my hierarchy: Any help / code would be greatly appreciated!6.3KViews0likes6CommentsAdmin Verification in org manager trouble
Trying to get myself Admin verified since I am a sole developer without a 'business' I keep getting errors saying they cannot use my drivers license photo to verify my identity. I tried maybe 10 times with different landscape vs portrait photos. Even tried my marriage license. Now it is just stuck in request under review and I cannot do anything else with it? Is there a support email for this? Or has anyone else had this issue?3.1KViews6likes4CommentsNot receiving 2FA confirmation code via text to enable dev mode
As the title says I am not able to set up my two factor authentication code with my phone number because I simply do not receive anything via text message from Meta. I have tried my girlfriends phone number and she also receives nothing. We both have different carriers... Is there any solution to this? I would really like to enable developer mode.. I have zero numbers blocked, I am receiving other automated texts just fine. Never had any problems with that, only with Meta.4.5KViews1like8CommentsWhen is MetaXR OpenGL ES 3.2 Support Slated to occur? If ever?
Looking at the docs it seems like OpenGL ES3.1 is reported to be supported. But UE5 and 5.1 use ES 3.2. Having just tested MetaXR plugin with UE5.0 and enabling ES3.1 I found a brief but very vital warning stating "LogHMD: Warning: OpenGL is not currently supported by OculusXRHMD plugin". UE5 and 5.1 out of the box with OpenXR I don't belief share that information and simply crash when enabling ES 3.2. So essentially, is the aim to depreciate OpenGL ES 3.2 support? Will it continue to be supported until Vulkan reaches feature parity at least? Any news regarding this would be very helpful for VR Video Playback in Unreal and probably in general.2.3KViews0likes0CommentsUse Oculus Quest2 to watch panoramic video dual images
1. Open the VR video in your media file or play it online in your browser 2. Select 360 ° or 180°(3D) mode 3. Then there are repeated images. 4. Pull the trigger and open the video control bar.The viewing experience is normal. 5. Wait 5 seconds.After the video control bar hides automatically, the duplicate image occurs again. Simply put, when you have a video control bar, all the viewing experience is great except that the video control bar itself affects viewing. 6. It will appear in the following applications and websites When viewed directly, there is no video control bar and the image is repeated again.This can also happen when a video is played online in a browser.I suspect the image is too close to me, so we should come up with a plan to adjust the distance between the image and the eyes.Please pay attention to this problem, I am not the only one who has this problem!! (And copy-and-paste capabilities)701Views0likes0Comments[Quest] Handling client logout events on quitting the application
Hi there, I have a client-server model setup where the Quest is a client, connected to an external dedicated server via an IP connection. I can force the Quest to handle a logout by interacting with a UI or pressing a button however I'm wondering if there's a way to automatically have the client disconnect from the server when the application is closed using the Quest's external quit menu? (Pressing the Oculus button and choosing 'Quit') The issue I'm experiencing is that the Quest is still connected to the server even after the application has closed. This results in: - The client's pawn still visible and inactive on the server - The client unable to rejoin the session as it's still technically connected. All help is welcome and appreciated. Thanks, Jackson.864Views1like1Comment