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Meta XR Simulator does not support OpenGL, while SDK does
Hello, I've tried to launch the hello_xr example from OpenXR-Source-SDK with OpenGL backend. There is the (shortened) output: $ XR_RUNTIME_JSON=/d/meta_xr_simulator/meta_openxr_simulator.json ./hello_xr.exe -G OpenGL [12:03:20.094][Info ] Press any key to shutdown... [Meta XR Simulator][00000.003322][V][arvr\projects\openxr_simulator\src\sim_configurationregistry.cpp:31] Initializing configuration man ager [Meta XR Simulator][00000.003511][I][arvr\projects\openxr_simulator\src\sim_configurationregistry.cpp:43] Configuration path not set, de fault value will be used: D:\meta_xr_simulator\config\sim_core_configuration.json [Meta XR Simulator][00000.003831][I][arvr\projects\openxr_simulator\src\sim_configurationregistry.cpp:148] Persistent Data loaded from " C:\Users\adik\AppData\Roaming\MetaXR\MetaXrSimulator\persistent_data.json" [Meta XR Simulator][00000.004080][I][arvr\projects\openxr_simulator\src\sim_configurationregistry.cpp:179] Configuration loaded from "D: \meta_xr_simulator\config\sim_core_configuration.json" [Meta XR Simulator][00000.004275][I][arvr\projects\openxr_simulator\src\logs\sim_logs_service.cpp:150] Saving log to 'C:\Users\adik\AppD ata\Roaming\MetaXR\MetaXrSimulator\logs\meta_xrsim.log' 16/08 12:03:20.100 {DEBUG} [AnalyticsLifeTime] Pre initialization finished. 16/08 12:03:20.100 {DEBUG} [AnalyticsLifeTime] Post-migration initialization finished. % Total % Received % Xferd Average Speed Time Time Time Current Dload Upload Total Spent Left Speed 100 29 0 29 0 0 189 0 --:--:-- --:--:-- --:--:-- 190 [Meta XR Simulator][00000.192175][I][V][arvr\projects\openxr_simulator\src\interface\sim_main.cpp:53] xrNegotiateLoaderRuntimeInterface( ): loaderInfo: minApiVer(1.0.0) maxApiVer(1.1023.4095) [Meta XR Simulator][00000.192363][I][arvr\projects\openxr_simulator\src\sim_xrapistack.cpp:134] Interop is activated. All other graphics API will be supported through the Vulkan compositor [Meta XR Simulator][00000.192504][I][arvr\projects\openxr_simulator\src\sim_xrapistack.cpp:151] Set up XrApiLayers (Product Flavor Publi c, Version 1.77.0, Batchmode 0) [Meta XR Simulator][00000.192858][I][arvr\projects\openxr_simulator\src\plugin\sim_xrapilayer_plugins.cpp:47] [XrApiLayerPlugins] Plugin s folder found: D:\meta_xr_simulator\plugins [Meta XR Simulator][00000.193052][I][arvr\projects\openxr_simulator\src\plugin\sim_xrapilayer_plugins.cpp:20] [XrApiLayerPlugins] Plugin found: InputPlugin ... [Meta XR Simulator][00000.209127][W][V][arvr\projects\openxr_simulator\src\sim_xrapistack.cpp:378] Extension XR_FB_body_tracking is not supported for device type Oculus Rift S [12:03:20.306][Info ] Available Layers: (0) Error [GENERAL | xrCreateInstance | OpenXR-Loader] : LoaderInstance::CreateInstance, no support found for requested extension: XR_KHR_op engl_enable Error [GENERAL | xrCreateInstance | OpenXR-Loader] : xrCreateInstance failed [12:03:20.307][Error ] XrResult failure [XR_ERROR_EXTENSION_NOT_PRESENT] Origin: xrCreateInstance(&createInfo, &m_instance) Source: C:\Users\adik\Downloads\OpenXR-SDK-Source\src\tests\hello_xr\openxr_program.cpp:200 [Meta XR Simulator][00000.211189][I][arvr\projects\openxr_simulator\plugins\InputPlugin\input_plugin.cpp:109] onPluginStateChange(3 -> 4 ) [Meta XR Simulator][00000.211297][I][arvr\projects\openxr_simulator\plugins\InputPlugin\input_plugin.cpp:97] InputPlugin will be deregis tered It clearly does not support XR_KHR_opengl_enable extension. This is surprising, since SDK seems to support it https://github.khronos.org/OpenXR-Inventory/extension_support.html#meta_pc D3D11 hello_xr backend works fine.SolvedAnonymous5 months ago113Views0likes2CommentsNeed help using preset avatars from the Meta Avatars SDK
Device: Quest 3 I have to run an experiment for my project that requires me to assign a participant an avatar from a list of avatars. Once the participant selects an avatar from the list, the full body avatar should appear in front of them from a third-person perspective (3PP), and they should also be able to see the avatar's hands superimposed on their own (1PP, this is important). Both the 3PP and 1PP avatars should mimic the user's hand and head movements. So far, the existing MirrorScene is working for me with Passthrough and a Grab cube interaction. https://developers.meta.com/horizon/documentation/unity/meta-avatars-samples#mirror-scene . I can see the avatar in 1PP and 3PP. I need to know how I can swap out this avatar for another. I believe the current avatar is a fallback avatar. NOTE: I want to use the existing presets available for Quest. There are 33 preset avatars labelled as 0_quest, 1_quest...32_quest. I will only be using a handful of avatars from these presets. I am NOT using avatars from users' Meta profiles. P.S: I gave Mixamo a shot, but it's kinda time-consuming to make each joint work as I want, and making the Meta XR Interaction SDK work with Mixamo models is a pain. TLDR: I want to swap the avatar in the MirrorScene with other presets available locally. How do I do it? First-person perspective (1PP) avatar is crucial. I can't find many resources to guide me with this. https://developers.meta.com/horizon/documentation/unity/meta-avatars-overview Just FYI, I am familiar with coding but have limited knowledge of Unity and Quest.berry.shortcake6 months agoHonored Guest111Views0likes1CommentI want to use OpenXR in VRED2026.
I want to develop an OpenXR project in VRED 2026 and need to use a MetaQuest 3 headset. I checked the official VRED documentation, and it says that enabling OpenXR on Quest 3 requires Meta support. Please tell me how to do this. Thank you!XiaoTzyy6 months agoHonored Guest36Views0likes0CommentsProblem with OVROverlayCanvas UI shifts after resume from sleep mode
Platform: Meta Quest 3 Unity Version: 6.0.37 Meta SDK Version: 76.0.0 (com.meta.xr.sdk.core) XR Backend: OpenXR Rendering: URP Issue Type: UI / Overlay behavior after suspend-resume cycle :question_mark:Problem: I'm using `OVROverlayCanvas` to render a UI overlay in VR, which works fine initially. However, after the user **suspends the device (sleep mode) and resumes**, the overlay behaves incorrectly: - The UI appears to **move with the user’s view** or “sticks to the face”. - Even though the canvas GameObject retains its original transform, the overlay seems to be rendered in a wrong reference frame. --- :white_heavy_check_mark: What I’ve already tried: - Called `SetFrameDirty()` and `UpdateOverlaySettings()` on resume (`OnApplicationFocus`, `OnApplicationPause`). - Restored original `transform.position` and `rotation`. - Avoided `SetActive(false)`. - Reparented temporarily to force matrix recalculation (this sometimes helps). - Ensured the canvas is not under the OVRCameraRig or CenterEyeAnchor. - Only one `OVROverlayCanvas` is active. --- 🔍Additional Notes: - Using `CanvasShape = Flat`. - Using `OverlayType = Underlay`. - This issue only happens after suspend/resume. Not reproducible during normal runtime. --- 💬 Question: Is this a known issue with OVROverlayCanvas in Quest 3? - Is there any **official workaround or best practice** to force correct projection/rendering after resume? - Should I manually re-initialize the overlay or recreate the canvas entirely? - Would switching to a standard `World Space Canvas` avoid this behavior? Thanks in advance for any suggestions or insights!vittodev6 months agoHonored Guest486Views1like3CommentsvkCreateGraphicsPipelines() returns VK_ERROR_UNKNOWN
I've developed an application named "mirror_ball" for Quest/Quest 2 using the Oculus SDK and NDK. When I run it from the Android Studio debugger (click the right pointing green arrow) all I see on the headset is a black screen with 3 white dots. When I look at the Logcat output, I see the following near the end: 01-18 18:03:09.425 4986 5020 E mirror_ball: [18:03:09.425][Error ] VkResult failure [-13] 01-18 18:03:09.425 4986 5020 E mirror_ball: Origin: vkCreateGraphicsPipelines(m_vkDevice, VK_NULL_HANDLE, 1, &pipeInfo, nullptr, &pipe) 01-18 18:03:09.425 4986 5020 E mirror_ball: Source: ../../../../graphicsplugin_vulkan.cpp:959 A VkResult value of -13 according to vulkan_core.h equates to VK_ERROR_UNKNOWN. According to the Khronos vulkan specification this is not a valid return code from this function. From https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/vkCreateGraphicsPipelines.html: Return Codes On success, this command returns VK_SUCCESS VK_PIPELINE_COMPILE_REQUIRED_EXT On failure, this command returns VK_ERROR_OUT_OF_HOST_MEMORY VK_ERROR_OUT_OF_DEVICE_MEMORY VK_ERROR_INVALID_SHADER_NV It's curious because when I compile and run the same code with the Monado OpenXR SDK using the vulkan driver that comes with my Ubuntu Linux laptop, the application runs perfectly, no such error is reported. My experience is that if the code builds and runs with Monado, it usually works just fine with the Oculus SDK/NDK. Any suggestions as to what might be causing this error? Thanks, Jeffrey Haranjharan7 months agoHonored Guest1.6KViews0likes2CommentsFPS Settings
Dear Meta team, please consider reintroducing the ability to manually set the refresh rate (e.g. 60 / 72 / 90 / 120 Hz) on Quest devices. This option was available until late 2023 and was extremely helpful for WebXR/WebGL development. Now, Quest 3 forces 90 Hz by default, which causes: High GPU/CPU load for low-performance apps Frame drops and stuttering in WebXR More heat and battery drain Unnecessary complexity for clients (SideQuest setup etc.) This feature is essential for many enterprise and browser-based experiences. A simple toggle in developer settings or browser flags would already help a lot. Thank you for considering this request.tom9040.20247 months agoExplorer277Views2likes1CommentUnreal - Use Take Recorder with Live Link for Hand Tracking as Motion Capture?
Hi everyone, I'm trying to record an animation in Unreal using the Hand Tracking of the Quest 3 and 2 as a motion capture and once recorded I need to export the animation for future use. When I record with the Take Recorder, the only things that move are the rotation and location of the Motion Controller Components. I searched for a Live Link connection but found only the tracking for body and face with Quest 2. Is there a function for recording the Skeletal Mesh movements of the hand with the Take Recorder? (I found this Post similar to my question but didn't know how to record the bone transforms.) Is there a Live Link connection for the Hand Tracking? I'm using the Meta XR plug-in and already set it for Hand Tracking only.Pokenic_Huskywolf7 months agoHonored Guest1.7KViews0likes2Commentscasting issue MQDH
i have 5 meta quest 2 each and every is casting on other pcs with same cable.but neither of them is casting on my one particular pc.on this particular i have tried everything i have reinstall the complete window.i have reinstall the drivers.i have reinstall the mqdh.i have tried each and every possible way.whenever i click on casting button in mqdh casting window is not launching. ----Casting Issue Video Link https://drive.google.com/drive/folders/1WBjY7PlxRA-_MCUsyzzpoly3Ptvu75UX?usp=sharingdharmik.60587 months agoHonored Guest124Views0likes0Comments
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