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Inspiring
July 20, 2025

[Unity] App launch stuck in lock screen if the device is sleeping

  • July 20, 2025
  • 4 replies
  • 233 views

I'm encountering an odd issue when launching my Unity app on Quest 2 using the "Build & Run" option with "Development Build" enabled. If the headset is in sleep mode during deployment, and I put it on after Unity reports the build as successful, the Quest lock screen appears but the controllers are invisible.

Despite the controllers not being visible, I can still feel haptic feedback when moving my hands around, indicating that input is registering. However, since I can't see or interact with the lock screen properly, I'm stuck.

The only workarounds I've found are either to manually stop the app via MQDH, which then makes the controllers visible again on the lock screen, or to wear the headset while Unity is launching the app, ensuring the device stays awake: in which case the app launches and runs normally.

I am not sure If this is issue with Unity or Oculus.

I am using:
Headset: Quest 2 v78.1027
Unity: v6.0 (6000.0.53f1)
XR-Management-Toolkit: v3.0.8 (Oculus checked in plugin-provider)

Controller and XR-Rig configuration are all from Unity XR Assets and Utilities.


This issue also occurs if, after the app has launched, I remove the headset for a few minutes. When I put it back on, the lock screen appears, but the controllers are no longer able to interact with it.

This topic has been closed for replies.

4 replies

RiverExplorer
Honored Contributor
July 20, 2025

about half of the time, my S3 does wake after a build and run. I have to reboot it. The screen goes black and stays black until a reboot. 

 

RiverExplorer.US]@gmail.com https://RiverExplorer.games
Up and Coming
July 24, 2025

Same.  Very frequently, when waking my 3 or 3S, the controllers do not work at all and I have to reboot.  It wastes a ton of development time.

Meta Employee
August 7, 2025

Hello there!

It sounds like Unity is registering your device as not connected if it's asleep while Unity tries to send the build to your headset, which can interrupt the Build & Run function. I've linked the documentation for the Build & Run function here in case it's helpful!

https://developers.meta.com/horizon/documentation/unity/unity-build/#generate-deploy-and-run-a-build

As a workaround, you could either try waking up the device before using Build & Run or try setting the sleep timer to keep your device awake longer if you're finding that you tend to test your builds frequently. To do this, go to settings > devices > find sleep timer setting, and then choose your desired time duration, this will extend the sleep timer.

Let me know if you have more questions!
-GATORSAURU5

Inspiring
August 8, 2025

Increasing the sleep mode timer (Settings > General > Power > Sleep Mode) did help, but at the cost of the headset heating up after extended use. A permanent fix would be ideal, allowing us to wake the device and use it normally. Thank you.