Quest 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.Solved11KViews7likes24CommentsAccessibility 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.114Views1like0CommentsMeta 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.67Views0likes1CommentJoystick 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.48Views0likes1CommentHow 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.20Views1like1CommentOculus 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.67Views0likes1CommentMetaXRInteraction 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!28Views0likes1CommentWhere did the controllers run off to?
Hello. I'd like to run meta quest 2 without my controllers. They seem to have broke well and run off with the dog or something. I don't know. But as it is, I have some goggles and they have been factory reset and how am I going to set them up without the controllers? Please explain16Views0likes1Comment