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[BUG] Meta Quest Controllers incorrectly visualized with hands and has terrible performance #1067

Description

@Ali-Can-Keskin

Describe the bug

When using the XRI3 branch of MRTK3 in Unity 6 on Meta Quest, controller visualization and performance are broken:

  • Even when hands are active, controllers are still visualized inside the hands.
  • When controllers are active, they update at an extremely low framerate (~5 FPS), making them nearly unusable.

To reproduce

Steps to reproduce the behavior:

  1. Clone and open the XRI3 branch of MRTK3 in Unity 6.
  2. Build and run the sample scene (or any MRTK3/XRI3 scene) on Meta Quest.
  3. Enable hand tracking → controllers are still rendered inside the hands.
  4. Switch to controller input → controller visuals appear, but update at ~5 FPS.

Expected behavior

  • When hand tracking is active, controllers should not be rendered inside the hands.
  • When controller input is active, controller updates should run at full framerate (smooth, not lagging).

Screenshots

You can check this video capture from Quest 3.

Image

Video shows controllers being visualized inside the hands, and when switching to controller input, the controller updates appear at ~5 FPS instead of smooth motion.

Your setup (please complete the following information)

  • Unity Version: Unity 6000.0.0b / Unity 6 (tested build)
  • MRTK Version or Commit: MRTK3, XRI3 branch (please specify commit if available)

Target platform (please complete the following information)

  • HoloLens 2
  • Magic Leap
  • OpenXR (Meta Quest)

Activity

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    Needs: TriageNeeds to be triaged.Type: BugA problem with an existing feature that can be fixed with the next patched release.

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