Hand tracking not working with XRIT on Quest Pro

I have been trying to setup hand tracking using XR Interaction Toolkit 2.4.3 and XR Hands 1.2.1 packages in Unity 2022.3.7f1.
I have enabled Hand tracking subsystem and Meta Hand Tracking Aim in OpenXR plugin.

I have also enabled the experimental features in the Oculus Link app.
I am testing it with the sample scene Hand Visualizer.

The issue I am facing is similar to this thread:

The hand mesh stays hidden. To test, I also disabled option to Hide Mesh When Tracking is Lost. The hand mesh just stays static.

Have you also enabled hand-tracking in the HMD? https://www.meta.com/help/quest/articles/headsets-and-accessories/controllers-and-hand-tracking/hand-tracking/

@unity_andrewc Yes I only tested the scene after enabling in the quest pro first. I also noticed something interesting, if I build the apk and deploy to quest pro - hand tracking works. But on the other hand, if I try it in the editor - it does not work.

XR-related things for playing in-editor don’t use the active build target settings, but the settings for desktop/standalone instead. It sounds like you just need to enable the relevant features you’re using (Hand Tracking Subsystem and possible Meta Hand Tracking Aim) in the standalone build settings for OpenXR for hand-tracking to work in the editor.

I have already enabled it for the desktop. It is shown in the first screenshot.

A few of extra ideas.

  • Is developer mode enabled on your account, and on the quest pro specifically from the mobile app paired with it?

  • Is Oculus set to your default openxr runtime? You can force this in the OpenXR settings for standalone in unity. (playmode openxr runtime)
    9448781--1326188--upload_2023-11-3_12-47-5.png

  • You said all the experimental features are enabled in the pc app - does your app look like this?
    9448781--1326185--upload_2023-11-3_12-46-55.png

Yes, I have enabled the Developer mode.

I have also set Oculus as active OpenXR Runtime.
9452177--1327199--OculusClient_eLIhK6jTvz.png

Yes I have enabled all experimental features except for point cloud.
9452177--1327202--OculusClient_w7Drrf7GGL.png