Finding lost controllers
Wouldn’t it be a great idea to add a feature on the meta horizon app where you can just click a button and it makes a noise in our controllers so we can find our missing controllers like me and I’m sure, many other people would be happy to spend extra money for a controller that can be found by sound. (I don’t know where else to say this so I said it here)Solved11Views0likes1Comment'A' button on right Quest 2 controller has lag
Whenever I press the right A button on my Quest 2 controller I get about a second lag between me pressing it and the system recognizing a button press. I have tried changing the batteries and using rechargeable and non-rechargeable batteries but it seems to make no difference. Has anyone else experienced this? How did you fix it? I'm using Unity in case it's relevant.31Views0likes2CommentsNo controllers are connected to my headset and hand tracking isn't turned on what do I do?!?!
I went to connect my oculus pro controllers to my oculus quest 2 in doing so it had me disconnect my current controllers. Then my VR turned off and now neither is working on my VR and my hand tracking is turned off I'm stuck at the continue screen when you first turn the headset on so it won't connect to my phone to connect the controllers what should I do. 😭17Views0likes1CommentQuestion about Meta UI and returning to app
Hello, I am reaching out on behalf of one of our clients, who has reported the following: While running our application, their users may occasionally press the Meta button, which invokes the Meta UI and temporarily makes it so they cannot interact with our application until the Meta UI is closed out of. This part makes perfect sense. However, the issue is that they have reported difficulty in closing out the Meta UI and returning back to our application. Normally, users can either press the Meta button again (or press the 'Resume' button while the Meta UI is overlayed) to return back to the application. In our client's case, they state that they have to press the Meta button / press the 'Resume' button multiple times before the Meta UI finally responds to the action and closes out, returning to the application. In their troubleshooting, they could not find any consistent pattern that would indicate a condition that triggers this. For instance: They are using Quest 3 headsets Some of them are on Shared Mode or Kiosk Mode, while others are not Some of them are on an MDM solution while others are not The controllers do not have any noticeable debris on them and are regularly cleaned with approved electronic sanitization products (i.e. low moisture wipes and set to dry in a UV cart, not using any sprays) The controller batteries are also regularly charged before any session of our application is run Tracking frequency on controllers is set to 'auto' *Especially for the 2nd and 3rd point listed above about Shared/Kiosk Mode and MDM solution - it does not matter whether these headsets have these enabled. The issue occurs on headsets that have these enabled as well as those in which these are not applicable. Can you kindly please suggest additional troubleshooting suggestions that our client can try, as this issue is significantly impacting their use of the application? Thank you, and please let me know if there are additional details I can share.12Views0likes0CommentsHow to show hands while using controller input to grab objects (Meta All-in-One SDK)
Hi, I'm currently developing a VR experience using Unity (2022.3.62f1) and the Meta All-in-One SDK(ver. 78.0), where users are physically holding controllers, but hands are shown instead of controllers — so that interactions appear to be done with hands, even though the input is coming from the controllers. To support this, I've enabled controllerDrivenHandPosesType so that the virtual hands animate based on controller input. Additionally, I configured the controllerButtonUsage property of the GripButtonSelector inside the ControllerGrabInteractor (under [BuildingBlock] OVRInteractionComprehensive > Left/Right Interactions) to use the Primary Button, allowing users to grab objects via button press. However, in this setup, the interaction still seems to be treated as hand-tracking-based. As a result, the HandGrabInteractable component (set via [BuildingBlock] HandGrabInstallationRoutine) follows the Pinch Grab Rules — so the user must still pinch specific fingers to grab an object, even though they're using controller input. What I’m trying to achieve: Show hands instead of controllers Allow grabbing with a controller button (e.g., Primary Button) Disable or bypass pinch gesture requirements My Question: Is there a supported way to simulate hand-based interactions visually, but use controller buttons to grab, without requiring pinch gestures? If there’s a recommended approach, workaround, or best practice to achieve this using the Meta All-in-One SDK, I would greatly appreciate any guidance. Thanks in advance!50Views0likes1CommentXR_SESSION_STATE_FOCUSED is not triggered
Hello! I have the following problem. In an application running on a Meta Quest 2 headset, when opening system menus (such as Resume/Quit by pressing the "o" key or opening InApp windows), the HandleSessionStateChangedEvent: state XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE event is triggered. However, when system menu closing and returning to the application, the OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED event no longer triggers. As a result, hand tracking stops working. I'm using latest OpenXR library in Unity3D. Best regards!Solved47Views1like2CommentsQuest 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.Solved10KViews7likes19Comments