MetaXRInteraction missing Ray visuals for ISDKControllers, but ISDKHands working as intended.
I recently upgraded to the version 1.81.0 of MetaXRInteraction on the Oculus Unreal engine fork. Version 5.6.1 And the controller components don't have ray visuals when interacting with menus. The functionality works, I can click, and elements change when hovered, but it's hard to aim. What's weird, is that the ISDKHand components, do have proper ray visuals. (Expect for the right reticle not getting blue when pinching) I am not sure what is broken, or how to get this working. All parameters are defaults. And I only turn off/on the Ray and Grab components (for both ISDK Hands and ISDK Controllers) when the user selects a hand preference in settings using the Set Active function. Video demonstrating the issue. https://drive.google.com/file/d/1GZB-dCXpaxryZP92I9jXAnZO34Lg9WHP/view?usp=sharing Thanks!34Views0likes2CommentsHow to disable controller's auto-sleep?
Hello, I'm working on a project (PCVR) that continually reads coordinates from Quest Pro controllers (integrated cameras), all works fine in my side. My issue is that the controller automatically turns off (auto-sleep) after few minute if no movements detected, so, reading the controller's coordinates breaks. How to disable controller's auto-sleep? Thank you.33Views1like2CommentsQuest Pro controllers go to sleep too quickly.
Both my partner and I have Quest Pros. We AirLink them to our PCs and play VRChat that way. However, we've both noticed that if we stop moving our hands for only about 10 to 15 seconds the controllers seem to go into a sleep mode which causes our characters in VR's arms to drop straight down to their sides. We can wake the controllers back up by wiggling them a bit but it's quite annoying and jarring to have your arms constantly fall to your sides. It's especially annoying when you're using one controller to scroll through a menu and the other goes to sleep causing the game to enter into one controller mode and then the controller you were using to scroll a menu now moves your character so the menu closes and your character starts moving in some direction. I have looked all over but do not see a way to adjust how frequently the controllers go to sleep when not being moved. I've also tried factory resetting both the headset and the controllers.Solved11KViews8likes25CommentsDistanceGrabUseInteractable?
Hi, This is definitely a pretty basic question relating to the Meta Interaction SDK for Unity. I've managed to get a HandGrabUseInteractable linked to a HandGrabinteractable via a SecondaryInteractionFilter. However, I also have a DistanceHandGrabInteractable on that object, linked to its own HandGrabUseInteractable linked to the same delegate as the first. When I grab the object without distance grab, my script calls BeginUse, EndUse, and ComputeUseStrength properly. When I grab with distance, it does not, as far as I can tell - I am working on Mac and the simulator was not working with this scenario at all, so I have to port the APK to my quest each time I want to test. That takes away a bit of my debugging capabilities. I thought perhaps this was an issue with having multiple HandGrabUseInteractables, but when I removed the duplicate and made the object only have DistanceHandGrabInteractable and one HandGrabUseInteractable, it still did not work. I also wondered if perhaps HandGrabUseInteractable only supports the HandGrabInteractable, and not other HandGrabInteractables? But peeking at the package code and reading the SecondaryInteractionFilter docs seemed to suggest either HandGrabInteractable or DistanceHandGrabInteractable should work, so long as all references are piped correctly. What am I doing wrong? How can I link my DistanceHandGrabInteractable to a HandGrabUseInteractable? Will I need to make my own DistanceGrabUseInteractable script, perhaps using the existing HandGrabUseInteractable as a base? Thanks for the help20Views0likes0CommentsQuest 2 Controller Tracking Degradation
Hi everyone, I’m hoping for some input from experienced Quest 2 users before I make a final decision regarding controller replacement / moving away from meta by upgrading my headset. Over time, my right touch controller (and to a lesser extent the left) has developed noticeable tracking degradation. This wasn’t a sudden failure, it gradually became more apparent during gameplay, particularly in Beat Saber where consistent tracking is important for accuracy and fitness use. I’ve gone through extensive troubleshooting, including: Testing in multiple rooms (including a different property) Controlled lighting conditions (no direct sunlight, no reflective surfaces, no LED interference) Fresh batteries (multiple brands) Re-pairing controllers Cleaning headset cameras and controller rings Guardian reset Full factory reset Testing both standalone and via PCVR The issue persists across all environments. I’ve been in contact with support and understand that, as the device is out of warranty, replacement controllers would need to be purchased through the out-of-warranty program. Investing close to £100 in refurbished replacements, seems very risky and steep, I want to be absolutely certain there isn’t a less obvious cause I’ve overlooked, especially since the root cause hasn’t been conclusively identified as hardware failure. Has anyone experienced gradual tracking degradation like this and successfully resolved it without replacing hardware? I’m particularly interested in: Battery contact or movement issues Less obvious environmental interference Known long-term wear factors Any advanced diagnostics I can try I use my headset primarily for exercise, so reliability is important, but I’d prefer to rule out every possible factor before committing to replacement hardware. Appreciate any constructive suggestions — thank you in advance.58Views0likes5CommentsAccessibility Feature Request: Conversation Focus Mode for Ray-Ban Meta Display Glasses
Hi everyone! I’m a Ray-Ban Meta display glasses user who is hard of hearing and wears hearing aids daily. I’d love to see a conversation focus mode added that prioritizes voices directly in front of the wearer and reduces background noise. In busy environments, this would make a big difference for hearing-aid users and others who rely on clearer speech in real time. If this type of accessibility feature is ever developed, I would absolutely love the ability to have it added to my glasses and would be happy to provide feedback or participate in any beta or user-testing opportunities. I’ve also submitted this through support channels, but wanted to share here in case the team is gathering feedback.125Views1like0CommentsMeta XR Simulator Standalone Help
I'm an educator teaching Unity & XR development using Quest 3 and Meta Building Blocks. But I have been really struggling because of the difference in learning materials online (from Unity's end, and from content creators online from even just 3 months ago, let alone 1 year). The most current / pressing issue in my class is the lack of updated documentation and examples using the new standalone version of the Meta XR Simulator. Half the documents in the official Meta XR Simulator Overview documentation are from 2024 and use the old interface (which had WAY more features and customization options). I have a bunch of students relying on mouse and keyboard controls trying to test behaviors like the locomotion building block, but they don't work. Current issues I would love suggestions or hints on how to solve (from just importing Building Blocks into a Unity Core 3D scene, nothing customized yet): I have duplicate controller models and ghosting (only in the simulator, visible when moving) I have weird graphical glitches sometimes that look like snow or fuzz (only in the Unity game view & simulator when running the simulator) I cannot get rays or aiming reticles to come from the controllers no matter where they or my mouse are pointing (but they work in the headset). Even with point and click on. Do the movement inputs (default WASD and Arrow Keys) simulate the left and right joystick? Or do they override/bypass those inputs? Some teleport control options involve aiming and pressing up on the joystick, and I'm not sure how to test that in the simulator Is there some way to add simulation input options that actually trigger the controller's inputs like the Unity package version used to? I would also appreciate any general advice or resources on new/recent best practices, customization options, and debugging tips using the building blocks and interaction SDK.93Views0likes1CommentJoystick Deadzone Settings Reset After Controller Reconnection
Device: Meta Quest 3 OS Version: v83 (latest at time of testing) Issue Description: The system-level joystick deadzone settings do not persist after the controller is reconnected. Any form of controller reconnection causes the deadzone to stop working. This includes controller disconnect and reconnect, restarting the headset, and powering the headset off and on. After reconnection, the deadzone setting still appears enabled in the system menu, but it no longer has any effect on joystick input. To restore correct behavior, the deadzone must be manually adjusted or re-saved every time, which is inconvenient and negatively impacts usability. Steps to Reproduce: First, set a custom joystick deadzone in the system settings. Next, disconnect the controller or restart the headset. Then reconnect the controller. After reconnection, observe that the deadzone no longer takes effect. Expected Behavior: Joystick deadzone settings should persist and remain functional after any controller reconnection. Actual Behavior: The deadzone becomes ineffective until it is manually reset. Impact: This issue affects basic input accuracy and requires frequent manual reconfiguration, significantly degrading the user experience. This issue was reported previously over a year ago, and multiple users have encountered the same behavior. However, it still appears to be unresolved in current system versions, so I am reporting it again for visibility and tracking.53Views0likes1CommentOculus fork of Unreal Engine (version 5.5.4 V78) + Meta Haptics SDK
Hi everyone, I'm currently using the Oculus fork of Unreal Engine (version 5.5.4 V78) and I need to add support for the Meta Haptics SDK. My Unreal build was compiled as an 'Installed Build' to facilitate internal distribution to our production team. The issue is that I cannot find the plugin version for V78 on the official download page (https://developers.meta.com/horizon/downloads/package/meta-xr-haptics-sdk-for-unreal/). Only V74 and V81 seem to be available. When I try to use either of those, I get the standard error: "The following modules are missing or built with a different engine version" What is the best path forward here? Is it possible to provide a V78 version of the plugin? Or will I be forced to recompile the entire engine just to include this plugin? Thanks in advance.77Views0likes1Comment