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Problem 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!vittodev3 days agoHonored Guest1like3CommentsvkCreateGraphicsPipelines() 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 days agoHonored Guest0likes2CommentsFPS 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.tom9040.202411 days agoExplorer2likes1CommentUnreal - 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_Huskywolf14 days agoHonored Guest0likes2Commentscasting 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.605822 days agoHonored Guest0likes0CommentsOpenXR API to trigger Guardian Room-Scale setup
Hi, We’re shipping a Unity app on Meta-OpenXR 2.1 and would like to let users switch from *Stationary* to *Room-Scale* without leaving the app. - `OVRBoundary.RequestBoundarySetup()` solves it on the Oculus XR Plugin path, but no equivalent exists on the OpenXR provider. Questions: 1. Can you confirm there is currently no OpenXR API to invoke the “Define Play Area” wizard? 2. Is Meta planning to expose a `BoundarySetup` extension in future releases? 3. What workflow do you recommend to stay 100 % OpenXR (e.g. Boundary Visibility + on-screen guidance)? Thanks!ActimageConsulting2 months agoHonored Guest1like0CommentsMeta Quest Hand tracking working without OpenXR, just Ultraleap tracking plugin and no Leap Motion S
## Summary: Hello everyone, I'm a Junior Developer trying to understand what is happening here as I have never used Unreal Engine before. Somehow, there is a VR build made for Leap Motion sensors that allows me to use Oculus native hand tracking via Quest Link, but it seems that the only pc that allows this to happen is mine, while the other 5 or 6 pcs we have tried this simply just won't let the hand tracking work. ## Details: First of all, we are building VR simulators at the company I'm currently working, we mainly use Unreal Engine with Oculus and Vive for displays, and Leap Motion sensors for hand tracking. We have never build an VR app with Unreal Engine that uses Meta's native hand tracking, I was testing a Build that only has the Ultraleap Tracking Plugin version 4.11.0 And then somehow, I was able to use the hand tracking from a Meta Quest 3 headset without connecting a Leap Motion sensor. My coworkers claim that this has never worked before for a build using Unreal 5.2, so what I'm looking for right now is an answer on how is this posible only on my pc and how can we replicate this on other pcs. Also if there is a consistent way of using Meta's hand tracking in Unreal Engine 5, I would like to know. I don't know if this is something obvious or not, as this is my first time working whit Unreal Engine. ## Software versions: So in order to investigate the cause of this, we tried testing in others pcs with the exact same software without any positive results: - Meta Quest Link version 77.0.0.574.329 - Ultraleap Tracking software version 5.20.0 - Meta Quest 3 using v77 *(Note that we used the same VR headset on every pc and the same Link Cable)* - Pc windows Build using Unreal Engine 5.2.1 I hope this explanation of the problem is clear, if not please feel free to ask.WayLabsDevelopers2 months agoHonored Guest0likes0CommentsHow To Build Hello_Xr sample with Android Version
Hi, I want to try how to write a VR APP with OpenXR SDK. I found Oculus had published OpenXR Mobile SDK: Actually, I don't know how to build hello_xr sample in OpenXR SDK for Android version. Does anyone know how to build this sample with Oculus OpenXR Mobile SDK? I appreciate your help.HankCN2 months agoHonored Guest2likes13CommentsUnity + OpenXR + OVRSpatialAnchor + Passthrough = Wobbly models
Previously we were using the Oculus XR Plugin with OVRSpatialAnchors and passthrough and all was working as intended. We needed to switch from the Oculus XR Plugin to OpenXR (for a separate package) and managed to get everything working except for when we put an OVRSpatialAnchor on a model with passthrough active, the model appears to be very wobbly compared to it's intended stable state. Once the spatial anchor has been removed off the model it appears much more stable but obviously doesn't have the other characteristics of having a spatial anchor that we need. Does anyone know how to fix this? I saw this post with a similar issue and I updated the AndroidManifest.xml via the Oculus tools menu but that did not seem to fix it. Potentially relevant details: Unity 2020.3.36 MRTK v2.7.2 OpenXR plugin v1.5.3 Oculus XR plugin v1.12.0 Oculus Integration v53.1 Minimum Android API Level: Android 10 (API level 29) OpenXR settings: Render mode: Single Pass Instanced/Multi-view Depth Submission Mode: Depth 16 Bit Interaction Profiles: Oculus Touch Controller Profile OpenXR Feature Groups: Hand Tracking MetaXR Feature Oculus Quest Support I have tried turning off passthrough and saw that the models became stable again but that is not acceptable. I tried updating the AndroidManifest.xml as stated in the linked post but that did not change anything. My code hasn't changed going from the Oculus XR Plugin to the OpenXR Plugin but it can be summed up to just adding the OVRSpatialAnchor component: model.AddComponent<OVRSpatialAnchor>();petra.oneil.373 months agoHonored Guest0likes2Comments