Same problem here with Quest 3, Unity 2022.3.13 on Win 11.
Here people say Hand Tracking in the Editor works only on windows 10:
But it worked one single time in my Editor. No idea why. Maybe it was the order of activating/connecting the glasses, going into play mode… My scene didn’t change.
In my case I have 3 pc with Win 11. The scene works just on one. We tested with different cables and different Quest 2, but the scene just work on that one pc no matter which Quests/cables, but is not working on the other pcs.
Opening the editor.log I noticed there were problems with ViveSranipal and Ultraleap process. After closing these process I now have two errors:
OpenXR hand provider failed to initialize - no data will be tracked or surfaced!
UnityEngine.XR.Management.XRGeneralSettings:AttemptStartXRSDKOnBeforeSplashScreen () (at ./Library/PackageCache/com.unity.xr.management@4.4.0/Runtime/XRGeneralSettings.cs:158)
Couldn’t enable Meta aim retrieval in plugin - please ensure you enabled the Hand Tracking Subsystem feature in the OpenXR project settings.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
The porblem was due to Ultraleap. It is not enought to terminate the process but you have to disabling the Ultraleap OpenXR layer by opening the Ultraleap Control Panel → Settings → disabled “OpenXR Support” as in the image below
same issue, spent two days investigating and found that the problem was caused by LeapMotion.
resolved, but in order to prevent others from running into the same issue, leaving this record and recap
Phenomenon:
Development environment: Unity 2021.3.39, Quest 3
In a specific project, after connecting to the Quest, the headset displayed and tracked correctly, but controllers and hand tracking were not visible.
Tried:
Completely deleted the Library folder → no effect
Re-cloned the project from the cloud → no effect
Set Oculus as the OpenXR runtime again → no effect
Changed Unity versions → no effect
Switched headset device → no effect
BUT
when switched to a different devPC, worked fine.
when switched to a different project, worked fine.
Possibly because the other project was using Unity 2022 and the MetaSDK instead of OpenXR and Oculus Integration.
Key Finding:
Checking Unity Input Debugger, only the Quest Headset appeared in the device list.
Normally, both the headset and the left/right controllers should be shown.
This indicated that the system/hardware layer was failing to recognize the devices properly.
Solution:
The issue began after I imported LeapMotion and SRD(Spatial Reality Display).
So I uninstalled Leap Motion, cleaned up related files, and rebooted (according to reply, disabling OpenXR in Leap Motion settings should also works).
And After identifying LeapMotion as the cause, I came across a related report confirming this.