Oculus Rift controllers not working in-game after update
6/11/2024, allowed Meta Link to update on my PC for my Rift CV1. Everything still works until I get into a game. Once I enter the game, the Touch controllers are not detected when moving, and in the game they are at ground level and will not move. The Oculus button still worked, and I could use the controllers to select quit app, but they will not move while in a game. So far I re-installed Oculus, but did not delete all the hidden files. I updated my Nvidea drivers to the latest 555.xx version.Solved67KViews38likes222CommentsQuest 2 - Quest pro controllers update stuck at 0%
Hi I just got my Quest Pro controllers today and paired them to my headset (Quest 2), however I can't use them and a little pop up saying "Controller update in progress (Left 0%) (Right 0%)" keeps appearing evey 30 seconds, I left the controllers a while to update but they never progress past 0%Solved80KViews23likes307CommentsCan 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)54KViews10likes19CommentsQuest 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.Solved11KViews7likes24CommentsControllers not tracking in Quest build.
Hey, We have recently started a new Quest project using Unity 2022.3.1 and Oculus Integration 54.1, but the controllers aren't tracking in builds. They track perfectly fine in the OS menus and in other apps both previously made by us and not, but in any new projects we make they just stay on the ground. Weirdly the buttons animate in response to input as expected, just connected to motionless controller models. To make sure none of our stuff was interfering with it, we created a new project following the project setup described in the Oculus documentation here, then added the provided OVRControllerPrefab as a child of both Hand Anchors but still had the same issue. Does anyone have any idea why this is happening? Thanks!3.2KViews3likes5CommentsHands not appearing in-game post v37 update
We've had a couple of players report they don't see their hands in-game now after the v37 OS update with controller firmware applied. Have tested on numerous devices in the studio for pre-v37, old and new avatars enabled, no avatar set, firmware not/applied etc and seems inconsistent replication, i.e. can only replicate on one device that has v37 & controller firmware but it's fine on most other devices in same state. attached logcat1KViews2likes2CommentsConstellation tracking api for custom controllers?
I have been looking everywhere for the api for the Constellation tracking. I have a cyberglove which I would like to add position tracking through IR leds with to save on the requirement of needing another means of positional tracking (and cost). I see steam has opened their tracking solution to steam developers who sign up for it.. but have not seen such a thing for oculus (although it was announced 2 years ago It would happen. I see a huge loss in exotic applications which require different types of controllers... so what gives? What are the means of obtaining it? I have a company that I can sign up with as but the process isn't explained or talked about anywhere.1KViews2likes1CommentFind out if user enabled Switch Oculus and Menu option
Hi, I'm working on a game, and in the tutorials we would like to show the players what can they do with the buttons of the controllers, and in some cases we are waiting until the player press the correct button. I can't find any way to figure out if a player enabled or not the Switch Oculus and Menu option in the Hands and Controllers setting menu on a Quest, so if he did, the game will highlight the menu button on the wrong controller, and it confuse the players, because if they press that, the Oculus Dashboard will pop up instead of the in game menu. My question is, how can I check which button is the menu button? Oculus integration package is already added to the project, but I didn't find any reference to this.1.3KViews1like2Comments