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If it’s just you not seeing controllers and other people on your team with the same project aren’t getting that, in the Meta Quest Link application on your PC, go to Settings > Beta > Restart Meta Quest Link and also physically unplug and replug your USB cable. Also check Settings > General > OpenXR Runtime that it is set as the active OpenXR Runtime.

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Also take a look at Edit > Project Settings > XR Plug-in Management > Project Validation to see if there are any warnings or errors.

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OpenXR has different settings for each platform, so I think what might be happening is that you don’t have an interaction profile selected for the Windows, Mac, Linux settings tab. Go to Edit > Project Settings > XR Plug-in Management > OpenXR when your build target is set to PC to make sure you have the Oculus Touch Controller Profile added to the Enabled Interaction Profiles list.

Yep I have all that, the screenshots above show you I’ve set Build Target to PC, and here is the screenshot to prove I do have the right Interaction Profile enabled, whilst my Build Target is PC.

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OpenXR has different settings for each platform, so I think what might be happening is that you don’t have an interaction profile selected for the Windows, Mac, Linux settings tab. Go to Edit > Project Settings > XR Plug-in Management > OpenXR when your build target is set to PC to make sure you have the Oculus Touch Controller Profile added to the Enabled Interaction Profiles list.

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You have to also configure the XR plugin management and openxr settings for the standalone windows build target as those are the settings used in link, even if you’re actively in the Android build target.

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Your build target is PC, but the OpenXR settings window in Project Settings also has a PC tab to configure settings for that target. You may not have the Oculus Touch Controller Profile enabled in that even though you have it enabled in the Android tab.

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You have to also configure the XR plugin management and openxr settings for the standalone windows build target as those are the settings used in link, even if you’re actively in the Android build target.

If we connect the headset via link cable, “Play mode” does work and we can see changes in the scene live which is great - trouble is, all we can do is look around, the controllers don’t show up or respond to button presses.

Another thing to check is whether you are using the XR Device Simulator from the XR Interaction Toolkit since it can remove the real controller devices from the input system when both are enabled. In Edit > Project Settings > XR Plug-in Management > XR Interaction Toolkit, the Use XR Device Simulator in scenes should be disabled.

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Did you mean this tab here? The settings are the same in the Android tab, and none of the settings are different when I switch to “Windows, Mac, Linux” in Build Settings either. I tried again after switching platforms and still no controls in Play mode

Can you post which version of Unity, the OpenXR Plugin package, the XR Interaction Toolkit package, and the Meta packages you have installed?

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You have to also configure the XR plugin management and openxr settings for the standalone windows build target as those are the settings used in link, even if you’re actively in the Android build target.

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When I do that and press Play in editor, it then comes up with this. Obviously if I click Enable it enables it which defeats the purpose of the attempt, and no controllers still. If I click “Cancel” I can still proceed to PCVR mode in the headset - and still no controllers!

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Also take a look at Edit > Project Settings > XR Plug-in Management > Project Validation to see if there are any warnings or errors.

Yep I have all that, the screenshots above show you I’ve set Build Target to PC, and here is the screenshot to prove I do have the right Interaction Profile enabled, whilst my Build Target is PC.

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As for the error about having both the Oculus XR Plugin and OpenXR Plugin added, the Fix button will try to uninstall OpenXR, but you’re still using it since all these interaction profiles are for OpenXR. To resolve that error, you’ll need to open Window > Package Manager, select Oculus XR Plugin, and then click Remove.

There are, and I can’t get rid of them. Every time I click “Fix” on the error below, it comes right back moments later. Here’s a GIF recording of what happens;