Interface of getting Controller joystick travel range
Hello, I’m fairly new to the Meta Spatial SDK, and while reviewing the Controller Input documentation, I couldn’t find any interface that allows retrieving the joystick’s travel range. What I came across were examples treating joystick directions as “Buttons” (like ButtonThumbRL). However, what I’m trying to do is map the joystick’s travel to an attribute like “velocity.” Is there any way to access this information? If I’ve missed something, my apologies, thank you!13Views0likes0CommentsQuest 3 Controller Bricked by OTA Firmware Update - No Recovery Options, Only $50 “Fix”
On June 6th, 2025, my Quest 3's right controller abruptly stopped working after briefly reporting a low (but likely incorrect) battery level. It was working perfectly a few days prior. After trying the standard troubleshooting steps, I’ve concluded that the controller was likely bricked by a failed firmware update, and there’s no available way for me to recover it except to pay $50 for a refurbished replacement. Here's what happened: libosutils Failed to get real path of file '/data/vendor/misc/sensors/latestfwversion/f43058c4acd3faab', err: No such file or directory 18:48:39.573 SensorService Failed to read from file /data/vendor/misc/sensors/latestfwversion/f43058c4acd3faab 18:48:39.573 libosutils Failed to get real path of file '/data/vendor/misc/sensors/batteryinfo/f43058c4acd3faab', err: No such file or directory 18:48:39.573 SensorService Failed to read from file /data/vendor/misc/sensors/batteryinfo/f43058c4acd3faab These errors show that the controller is failing to report its firmware version and battery status, and never fully initializes. It can pair, but: Doesn’t vibrate during pairing (haptics subsystem never loads) Doesn’t send telemetry (battery, firmware, etc.) Can’t complete firmware update via OTA What likely happened: Quest v76.1027 began rolling out on June 2, 2025. I used the headset on June 4, which likely triggered a silent controller firmware OTA. The controller may have shut down during the update due to battery instability. This resulted in a corrupted firmware image, leaving the controller stuck in a partial boot state. After factory resetting the headset, the controller worked briefly until the headset likely tried to push the firmware update again. Now the controller pairs but never becomes usable again. My support experience: I contacted Meta support and was immediately offered the out-of-warranty program. $50 to send in the controller and get a refurb. No one reviewed the logs I provided. Every email was answered by a new agent, and every escalation request was ignored or redirected back to the same scripted reply. I did not cause this issue. Meta pushed an update that bricked my device, and now I’m being asked to pay for their mistake. What I'm Asking: All I want is for Meta to repair or replace the controller they broke, without charging me $50 for it. If I had access to the reflashing tools, I could fix this myself in minutes but those tools are not provided externally. If anyone from Meta is listening: please escalate this to someone who understands firmware. This is a known class of failure and it shouldn’t be offloaded onto customers who had no control over the OTA update process.23Views0likes0Comments右のコントローラーが接続されないです
なぜか右のコントローラーが反応・接続されません。 ネットに書いてある方法はできる限りすべて試しました。 ・コントローラーを振る・右と左のメニューボタンを同時に押す・一度ペアリングを解除して再接続・電池を抜いて入れ直す。 これらはすべて試しましたが、うまくいきませんでした。ペアリング解除後に再接続しようとした際、指示に従ってボタンを押しても、コントローラーのランプ(点滅)がつきません。 VRは1か月ぶりくらいに使いました。電池は最近交換しており、80%程度は残っているはずです。ただ、1回だけ机にぶつけたことがあり、それが原因かもしれません(右か左かは不明)。 対処方法をご存知の方がいれば教えてください。12Views0likes0CommentsQuest 3 Left controller wont update
It was working fine and then stopped. It tried to do a firmware update and it will make it to 66% and then reset, does this 3 times and then fails. Tried all of the “fixes” I.e. unpair, factory reset, batteries, but it will not work. Any other solutions??Solved21KViews2likes47Comments[UNRESOLVED as of May 30, 2024] - Quest 3 Controller Tracking Issues
update May 30, 2024: There have been no updates/improvements to controller tracking since Meta Support marked this as solved! Community consensus seems to be that this issue stems from hardware/software limitations with the controllers, specifically the method of tracking (as a software developer working specifically in the machine learning and computer vision space, I agree that this technology is not particularly robust enough to handle some types of movement). If you play games that require fast hand movements and/or dynamic hand positioning, I would recommend not buying a Quest 3, unfortunately. I've heard some anecdotes regarding improved tracking with the Quest Pro controllers, but the improvements are marginal at best - not worth the additional ~$300 for minimal performance gains IMO. My personal recommendation is to stick to Quest 2. Not to detract from the various improvements that the Quest 3 has brought (e.g., color passthrough w/higher resolution, better hand tracking, higher overall hardware specs compared to Quest 2, etc.), but Quest 2 controller tracking is significantly better than the Quest 3's. Ideally, my hope is that Meta will push an update that allows for pairing Quest 2 controllers with the Quest 3, but as of right now, that's just a pipe dream as Meta has given no indication of making these headsets/controllers backwards compatible. While I'm (naively) hopeful that things will change, realistically speaking, I have 0 expectations and a lot of disappointment. tl;dr: I've had a Quest 2 for almost 3 years. I received my Quest 3 today and was very excited to use it. Controller tracking performance is much worse than the Quest 2, at least in the context of games where you swing your arms as fast as you can. This was not a problem for the Quest 2 (unless controllers were physically damaged, e.g., hitting a wall, dropping them, etc.). Don't buy if you play games like Gorilla Tag, Beat Saber, Synth Riders, or any of the other games mentioned throughout this thread!!! Question: Are there ways to modify the Quest 3's controller tracking such that fast hand movements won't be affected by the prediction-like behavior where the in-game hand moves farther than you swing? When I perform a baseball throwing movement with my hand/arm, the tracking will not keep up and it ends up losing my hand's position for a fraction of a second, causing my in-game hand to be positioned farther away than my hand actually is (this is not an issue with Quest 2 controller tracking). Details/Context: I primarily use VR for exercise, and I mostly play Gorilla Tag. Gorilla Tag is a game where you play as the upper half of a gorilla, using your arms as your means of locomotion. Basically, you use your arms as if they were your legs, and you can run, climb trees, wall-run, etc. It's an infection-based tagging game where you join a lobby of up to 9 other people, and the game will randomly select a player to be the first tagger. The tagger(s) will continue tagging until everyone in the lobby has been tagged (infection-style), and then a random player will be selected as first tagger; this pattern just continuously repeats. While the learning curve is pretty steep to play at a high level, there is a growing community of players who are very competitive (approx. 10-20k players based on the communities I participate in - Competitive Gorilla Tag on Discord and Gorilla Tag Competitive on Discord). As a prominent member of this community, people have been seeking my feedback on whether or not the Quest 3 is worth it. While I feel that a majority of the new features are amazing, I have had issues with the controller tracking. Gorilla Tag is an active game where you're constantly swinging your arms as fast as you can to travel around the map(s) to avoid being tagged. The primary player base for the game is Quest 2 users. Aside from physical damage, most players have not had any problems with controller tracking on the Quest 2, aside from when the controller goes out of the tracking range of the headset (as expected). However, the Quest 3 controllers lose tracking during medium-fast to fast hand movement (medium-fast: like playing catch with a friend; fast: throwing a baseball as hard as you can). The consequence of this in the context of Gorilla Tag is that your in-game arm extends to the game's max arm length frequently, causing your hand to collide with the wall/tree/ground and launch you away from the surface. This is a big issue for games/activities involving fast-paced hand movement as it's not nearly as reliable as the Quest 2 controller tracking performance.Solved178KViews48likes517CommentsCan't disable Xbox controller from interacting with my headset
When a controller is connected to my PC while using (wired) Oculus Link and I am viewing my monitors from within the headset, there will be a dot on the screen that follows my head movements. If I press 'A' on my Xbox Elite 2 Controller, it will act as if I left-clicked where that dot is, 'B' brings up the In-Headset keyboard context menu, left-trigger moves my in headset window, and right-trigger seems to snap my cursor back to the dot. The thing is, I don't want my controller interacting with my headset at all. I want to use my headset, with my computer viewing my monitors in headset and play a game with my controller without those inputs that were meant for the game, also interact with the headset. Another example is that if I'm playing something like Elite Dangerous, which is (very!) VR capable, but needs more input capability like the mouse and keyboard or bunches and bunches of mapped buttons on a controller. To be honest, the controller is easier for games like Elite Dangerous for most tasks but I can't have my 'A' button interfacing with the headset. Not related to Elite, but I also don't need my left-trigger to suddenly start launching in-headset window that I'm currently looking at all over the place. If I need input within my headset, I will grab my headset-controllers that I've set safely just off to the side, or if I can't find them, I can take off my headset to look for them. What's more, if I'm going to interface with my computer's monitors, I'll either be close enough to the computer to use the mouse and keyboard or I'll put back on and use the headset's controllers. I'm honestly not sure how this wasn't a user scenario when designing it. I've seen other posts from years ago and there hasn't been any change in this behavior to accommodate this scenario. I understand that this doesn't fit all persons because maybe the computer is far away from the Oculus and the only input you have in your hands is the controller but, in my situation, I need the ability to disable that. Is it possible to do this?8.3KViews16likes21CommentsQuest 3 controller pairs but not working at all
right quest 3 controller paired and tracking, but no inputs work. Controller moves around when viewed through headset. but if you pull the trigger, grip , thumbstick, a, b, or meta button. they don't work, or move like there even getting a signal when viewed through headset. Left hand is fine. Charged every thing up, left batteries out over night, paired controllers through app. tried factory reset but cant continue since it wants me to press the meta button on the right controller and it wont do itSolved128KViews3likes52CommentsCan I connect my Quest 3 controllers to my Quest 2?
I have Quest Pro Controllers that I have been using on my Quest 2 (Great!!) I purchased a Quest 3 and will be moving the Quest Pro Controllers to it. I would like/prefer to pair my Quest 3 Controllers to my Quest 2 Headset. Currently this is not an option to select in the App. Are there any plans to allow Quest 3 Controllers to work on a Quest 2 (similar to how the Pro Controllers work on Q2)? What would be the reason to not allow/support it? Thank You! MrTasselhof YouTube (MrTasselhof) Twitch (MrTasselhof)52KViews10likes19Comments