How 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.9Views0likes1CommentQuest 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.Solved11KViews7likes21CommentsOculus 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.48Views0likes1CommentMetaXRInteraction 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!21Views0likes1CommentWhere 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 explain9Views0likes1CommentControllers suddenly flipped on the Z-axis for no apparent reason, and I have no idea why
I’m making an action game, and a few days ago Unity suddenly started throwing errors and wouldn’t open for no apparent reason. After I deleted Meta’s SDK, Unity launched normally again, and reinstalling the SDK didn’t cause any further issues. However, yesterday I noticed that both controllers in my game had suddenly flipped 180 degrees on the Z-axis (see Image 1). This only happens during actual device testing — it does not happen inside Unity (see Image 2). I tried flipping the controllers’ Z-axis by 180 degrees in Unity to cancel out the issue, but it had no effect. I haven’t touched any packages in the past month, and everything was still normal about a week ago. Currently, my Meta SDK version is 81.0.0, OpenXR Plugin version is 1.15.1, and Unity OpenXR Meta version is 2.2.0.Solved104Views1like4CommentsSent Controllers with Headset By Mistake
I recently had to send in my Quest 3 for an OOW replacement. I thought the controllers had to be sent in as well, so I included them. The replacement headset arrived today and, of course, no controllers were included. How can I retrieve my controllers? Any help appreciated.26Views0likes1Commenthand tracking for quest 3 on PC
i recently bought the quest 3 and was excited for hand tracking, however i also got a nice new PC for better experience but the hand tracking feature is not available when using with PC so this makes me sad, we need a nice new update for this to be possible asap thank you all so much36Views0likes1CommentExists any wearable to user can fix his controllers on his feets?
Hi community! I would like build a POC using the user's feet and I thought that I could fix the controllers with a rope or something like that, but you know... If Meta has something wareable to archieve this, I would like to know it. Thank you!17Views0likes0CommentsOTA Zip meta quest 2
Hi, I'm repairing a Quest 2. The headset boots to the Meta logo then shows a flashing grey screen. ADB sideload mode works but the OS is corrupted. I need the official Quest 2 OTA recovery package to reinstall the firmware through adb sideload. Serial number: 1WMHHB6APM2292 Model: KW49CM (128GB) Where can i find the correct OTA zip? Please send the correct signed update zip46Views0likes0Comments