Try changing tracking hz in settings on device. Because that sounds like a device thing more than a Unity thing (and I’ve and a while doing this). Do you have dim lighting? That will screw it every time.
Be sure to build your codebase up from scratch using Unity .XR as OVR stuff on asset store will die and rot. It’s already deprecated according to Oculus who is herding people to the XR namespace.
Once there you can find a nice API (if initially a little alien to work with because it doesn’t make assumptions about what devices are) and do haptics or whatever with reliability.
I don’t and haven’t had most of your problems so I think it might be the tracking inside out and the env you’re in.
Vibrating controllers with SteamVR is because your controllers are colliding with your player. Set up your collision matrix so it won’t do that anymore.
can disable tracking in Quest settings (so then its instantly usable, without waiting to get tracked. good for: if just want to see how things look or shoot with controller, since you are just sitting anyways)
annoyance: steamvr “hijacks” computer audio into quest speaks every now and then (when you just want to keep regular speakers on)
tracking worked fine for 20 minutes, then started breaking, restarted device and unity… and now player is tracked 1m lower then before.*googling for quest tracking issues, seems like others are having it also
protip: put some glove inside headset to keep it running on the table, and then you can play with controllers from your monitor! (good for testing hand interactions)
and that is how tracking disabled looks, so that issue was due to room tracking then.
You can disable standby, I think. It will drain battery, but when you have it cabled, you wouldn’t need to worry. It will lead to more stable tracking and you don’t need your glove solution
Disabling guardian permanently is supposed to be able with the enterprise edition of the quest which comes at a higher price and a annual service fee.