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VR Screen Navigation
Hi Team, I am struggling to perform screen navigation from a VR screen to another VR screen. I checked the samples but could not get any clue. Is it even supported or do we have to survive with loading different scenes in the launcher activity itself? Yes, I have added the activity in the manifest file and it works when I make that 2nd activity as launcher. However when I try to launch it from the 1st activity it simply crashes. This is the error I get ... FATAL EXCEPTION: main Process: com.mixed.reality.factory, PID: 26659 java.lang.RuntimeException: Unable to start activity ComponentInfo{com.mixed.reality.factory/com.mixed.reality.factory.LoaderQuestActivity}: java.lang.Exception: Native Assert. FILE=icsHE/GraphicsHorizon.cpp:161 MSG= at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:3807) at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:3947) at android.app.servertransaction.LaunchActivityItem.execute(LaunchActivityItem.java:103) at android.app.servertransaction.TransactionExecutor.executeCallbacks(TransactionExecutor.java:139) at android.app.servertransaction.TransactionExecutor.execute(TransactionExecutor.java:96) at android.app.ActivityThread$H.handleMessage(ActivityThread.java:2468) at android.os.Handler.dispatchMessage(Handler.java:106) at android.os.Looper.loopOnce(Looper.java:218) at android.os.Looper.loop(Looper.java:310) at android.app.ActivityThread.main(ActivityThread.java:8250) at java.lang.reflect.Method.invoke(Native Method) at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run(RuntimeInit.java:552) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:978) Caused by: java.lang.Exception: Native Assert. FILE=icsHE/GraphicsHorizon.cpp:161 MSG= at com.meta.spatial.core.SpatialInterface.nativeInit(Native Method) at com.meta.spatial.core.SpatialInterface.init(SpatialInterface.kt:134) at com.meta.spatial.runtime.VrActivity.onCreate(VrActivity.kt:223) at com.meta.spatial.toolkit.AppSystemActivity.onCreate(AppSystemActivity.kt:56) at com.mixed.reality.factory.LoaderQuestActivity.onCreate(LoaderQuestActivity.kt:59) at android.app.Activity.performCreate(Activity.java:8636) at android.app.Activity.performCreate(Activity.java:8614) at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1456) at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:3789) at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:3947) at android.app.servertransaction.LaunchActivityItem.execute(LaunchActivityItem.java:103) at android.app.servertransaction.TransactionExecutor.executeCallbacks(TransactionExecutor.java:139) at android.app.servertransaction.TransactionExecutor.execute(TransactionExecutor.java:96) at android.app.ActivityThread$H.handleMessage(ActivityThread.java:2468) at android.os.Handler.dispatchMessage(Handler.java:106) at android.os.Looper.loopOnce(Looper.java:218) at android.os.Looper.loop(Looper.java:310) at android.app.ActivityThread.main(ActivityThread.java:8250) at java.lang.reflect.Method.invoke(Native Method) at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run(RuntimeInit.java:552) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:978) Any help would be highly appreciated.egrabhishek3 months agoHonored Guest38Views0likes0CommentsSpatial SDK and Passthrough Camera Access
Can I get a passthrough camera stream open while running the Spatial SDK? I modified the Starter Template (https://github.com/meta-quest/Meta-Spatial-SDK-Templates/tree/main/StarterTemplate/app) just to open the camera but it seems to cause the camera to disconnected immediately. I added a startCamera method to run when one of the panels is selected (instead of running the video): private fun startCamera() { if (checkSelfPermission(Manifest.permission.CAMERA) != PackageManager.PERMISSION_GRANTED) { Log.i("MainActivity", "Camera permission not granted") } if (checkSelfPermission("horizonos.permission.HEADSET_CAMERA") != PackageManager.PERMISSION_GRANTED) { Log.i("MainActivity", "horizonos.permission.HEADSET_CAMERA permission not granted") } val cameraManager: CameraManager = getSystemService(Context.CAMERA_SERVICE) as CameraManager val cameraIds: Array = cameraManager.cameraIdList var cameraId: String = "" for (id in cameraIds) { Log.i("MainActivity", "Camera ID: $id") val cameraCharacteristics = cameraManager.getCameraCharacteristics(id) if(cameraCharacteristics.get(Key("com.meta.extra_metadata.camera_source", Int::class.java)) == 0) { cameraId = id continue } } cameraManager.openCamera(cameraId, cameraStateCallback, Handler(Looper.getMainLooper())) } All permissions are good but it just fails: 2025-09-12 14:36:20.269 11285-11285 MainActivity com...atial.samples.startertemplate I All permissions already granted 2025-09-12 14:36:20.271 11285-11285 MainActivity com...atial.samples.startertemplate I Camera ID: 1 2025-09-12 14:36:20.278 11285-11285 MainActivity com...atial.samples.startertemplate I Camera ID: 50 2025-09-12 14:36:20.279 11285-11285 MainActivity com...atial.samples.startertemplate I Camera ID: 51 2025-09-12 14:36:20.299 1402-1402 CameraAccessController system_server E Failed to injectCamera for cameraId:51 package:com.meta.spatial.samples.startertemplate (Ask Gemini) android.hardware.camera2.CameraAccessException: CAMERA_DISCONNECTED (2): injectCamera:3274: No camera device with ID "" currently available Am I missing something, can this work?Solvedmeteorik3 months agoHonored Guest84Views0likes1CommentWhere anatomically is the HEAD joint
Not much detail here: https://developers.meta.com/horizon/reference/spatial-sdk/v0.7.0/root/com.meta.spatial.toolkit/body-joint/h-e-a-d Is it directly above where the spine meets the skull and behind the eyes? i.e. the "head atlas"? Is this a good pivot point for billboarding view screens?waynecochran4 months agoProtege81Views0likes3CommentsKeep Rules in Proguard Files (Using R8 Minify)
I'm developing an Immersive App for Meta Quest using the Meta Spatial SDK in Android Studio with R8 minification enabled. When building a signed APK, I encounter the following error: Missing classes detected while running R8. Please add the missing classes or apply additional keep rules that are generated in D:\AndroidProject\[package-name]\app\build\outputs\mapping\questRelease\missing_rules.txt. Missing class horizonos.app.container.TaskContainer (referenced from: horizonos.app.container.TaskContainer com.meta.spatial.runtime.PanelDisplay.taskContainer and 4 other contexts) Missing class horizonos.app.container.TaskContainerManager$TaskContainerCallback (referenced from: horizonos.app.container.TaskContainer com.meta.spatial.runtime.PanelDisplay.tryGetTaskContainer(android.content.Context, android.content.Context) and 2 other contexts) Missing class horizonos.app.container.TaskContainerManager (referenced from: horizonos.app.container.TaskContainer com.meta.spatial.runtime.PanelDisplay.tryGetTaskContainer(android.content.Context, android.content.Context)) Missing class vros.os.VrosBuild (referenced from: horizonos.app.container.TaskContainer com.meta.spatial.runtime.PanelDisplay.tryGetTaskContainer(android.content.Context, android.content.Context)) The missing_rules.txt file suggests adding the following rules to proguard-rules.pro: # Please add these rules to your existing keep rules in order to suppress warnings. # This is generated automatically by the Android Gradle plugin. -dontwarn horizonos.app.container.TaskContainer -dontwarn horizonos.app.container.TaskContainerManager$TaskContainerCallback -dontwarn horizonos.app.container.TaskContainerManager -dontwarn vros.os.VrosBuild When I add these -dontwarn rules to proguard-rules.pro, the signed APK builds successfully. However, when I deploy and launch the APK on a Meta Quest device, the app gets stuck in a loading state and eventually shows a "Not Responding" error after some time. I’ve also tried the following keep rules in proguard-rules.pro, but they prevent the APK from building: -keep class horizonos.** { *; } -keep class vros.** { *; } -keep class com.meta.spatial.** { *; } My question: What specific keep rules should I use in proguard-rules.pro to ensure that the necessary classes are preserved, allowing the app to build successfully and load properly on Meta Quest without getting stuck in the loading state?SolvedlucyAlvin4 months agoHonored Guest71Views0likes2CommentsInterface of getting Controller joystick travel range
Hello, I’m fairly new to the Meta Spatial SDK, and while reviewing the Controller Input documentation, I couldn’t find any interface that allows retrieving the joystick’s travel range. What I came across were examples treating joystick directions as “Buttons” (like ButtonThumbRL). However, what I’m trying to do is map the joystick’s travel to an attribute like “velocity.” Is there any way to access this information? If I’ve missed something, my apologies, thank you!xiayip5 months agoExplorer189Views0likes5CommentsHow to set alphaMode on custom material?
I only see the alphaMode in the SceneMaterial constructor, but not in the SceneMaterial.custom function? Not is there a settable property for this? I want objects with some of my custom materials to use the TRANSLUCENT_POST option.Solvedwaynecochran5 months agoProtege143Views0likes1CommentIs there a simple way to increase the pointer distance ?
It seems the pointer max distance is limited. Is there a way to increase this value, in order to be able to select ui items from a panel that is very large or far away for example ? ThxSolvedShadowyLynx18665 months agoExplorer159Views0likes1CommentIs there a way to place a object in the hand instead of the contorllers
Hey, I am trying to make a shooting range application, and I wish for the weapon in the game to be in the place of the controller. I don't have a beefy computer and meet the bare minimum, and this was the only way I code for Quest 3 at the moment, which is through the Meta Spatial SDK. I see in the spatial Editor there is an AvatarBody Component that allows you to attach things to it, but I am reading that it allows you to use it in the sense of making your own Playable Avatar and using that to attach things to your avatar. there are no samples out there yet anyone figured out how to replace the controller model with another object yetsimplecast5 months agoMember102Views0likes0CommentsCustom Item Tracking using Spatial SDK
We are trying to implement a custom tracking system along with Quest's tracking. We want the headset to be able to detect custom gloves that we put in our hands, is it possible to train the current ml models or the Spatial sdk currently only uses the pretrained model?manrock77885 months agoHonored Guest89Views0likes0Comments
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