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Kiosk mode or "at least" a way to disable system menu gestures?
We are developing applications that will not be released on the Meta store. These include utilities and tools for other teams to use, as well as games intended for dedicated contests where users are required to remain within the app (and again... I'm not talking about apps available on the store but apps that our final clients will use in they HQ or physical stores to show off their products). Based on my understanding, many other developers are making similar requests. Is there a possibility to hide the system menus for the 'hand tracking' mode? Additionally, are there plans to introduce a 'kiosk' mode?Bitwaker2 months agoProtege2.6KViews17likes12CommentsOSC/WebSocket/MQTT to Quest
Hi there, I'm trying for a few days to have something working on UE4.27 and I'm hitting a wall. I've made a blueprint where i'm able to receive OSC input data from a remote laptop to a UE4.27 app that then triggers an event (for now print something or play a specific audio cue). It works flawlessly on UE4.27 but as soon as I load the project onto the quest and send that same OSC input data it crashes the app on the Quest 2. I tried different ports, data formats but still the same behavior without much logs to learn from which make me wonder if the Quest forbids such incoming IP communication ... could someone confirm whether or not Oculus Quest accepts remote information (regardless of the protocol used). Maybe I'm missing something in the settings somewhere but I couldn't find much information about it. Thanks for your responsevalfg2 months agoExplorer4.2KViews2likes8Comments"Access Denied" exception while connecting to MQTT Broker
There is a need to have "connect" & "subscribe" functionality using mqtt on our oculus native app. We have used M2Mqtt & Mqttnet libraries in our unity c# and developed the test application. It is working as expected in unity on laptop and is able to successfully communicate to mqtt broker with both the libraries. However, after exporting to oculus quest2 none works. M2Mqtt is showing "upLibrary" exception and Mqttnet is showing "Access Denied.. MqttConnectionException". Appreciate some guidance ASAPlakshmi.2103622 months agoHonored Guest512Views1like1CommentMy Profile is closed
I can't log in my facebook profile, when I try to log in facebook try to send me a code on whatsapp or sms but I did get nothing. Every time write me a message "Please try later." Why my profile was closed? Why I can't log in? Please help me because I need to use messenger!Szcsocsik112 months agoHonored Guest218Views0likes2CommentsMeta Quest Link's virtual camera causes third-party applications to crash.[windows]
Hello, we've encountered a serious compatibility issue and would appreciate your assistance in resolving it. Problem Description: Meta Quest Link's virtual camera causes third-party applications that use DirectShow to enumerate cameras to crash. Reproduction Steps: 1. Install Meta Quest Link 2. Launch an application that uses DirectShow to enumerate cameras (such as OBS Studio) 3. Delete the camera source in the application 4. The application crashes Affected Scope: 1. Crash Probability: Nearly 100% 2. Affected Applications: All third-party applications that use DirectShow to enumerate cameras 3. A large number of our users use Meta Quest Link and have all experienced this issue. 4. Well-known applications like OBS Studio are also affected. I've seen users report this issue in the OBS repository. 5. This issue severely impacts user experience and product stability. Technical Analysis: The crash occurs when DirectShow enumerates the Meta Quest virtual camera. The IBaseFilter object (the fourth parameter) is obtained through the IMoniker::BindToObject() interface, and the crash occurs when releasing this object. The Meta Quest Link virtual camera may have a flaw in its internal memory management of the IBaseFilter object. We hope the Meta team can fix this issue.fan.4627762 months agoHonored Guest235Views2likes6CommentsSpaceWarp works in empty project but not main one (Unity 6000.1.6f1, Quest 3)
Hey all, I’m running into something weird with Application SpaceWarp on Quest 3. I set up a clean empty project in Unity 6000.1.6f1 with OpenXR (Meta XR features) and Vulkan only. SpaceWarp works fine there and the performance overlay shows ASW kicking in as expected. But in my main project (same Unity version, same OpenXR/Vulkan settings) , SpaceWarp never activates. Both projects have: Meta XR Space Warp enabled Vulkan as the only graphics API Same Project Settings → OpenXR (Application SpaceWarp checked) Same Player/Quality settings I already checked URP settings, even copied the same and Materials show the XR Motion Vectors Pass still no luck. Any tips for narrowing down what breaks it? Maybe some other package that I have on my main project? Thanks!!!goelz2 months agoExplorer270Views0likes8CommentsLarge map building&texture help
Hello, I'm new in Horizon Desktop App, started creating few things. I have 2 questions that needs your helps. Is it better to parent+stack everything into a single Asset after I finish building some objects? For performance issues, because my world itemwise only %3 but almost %70 in vertex limits. How can I reduce this vertex usage? I cannot adjust textures. I'm creating one, inserting into my floor, but all the stones on the floor are so big that doesn't look realistic. I want to pattern to repeat itself in a smaller scale. Thank you for your helpsLordSair2 months agoMember30Views0likes1CommentEnrolled devices in MHMS breaks Shared Spatial Anchors
We are experiencing an unexpected and undocumented bug with the SharedSpatialAnchors when having the devices enrolled into Meta Horizon Management System. We've have reached out to MHMS through work.meta.com, though they redirected us to post our problem on this forum instead. The problem: When restarting a device that is enrolled in MHMS the SharedSpatialAnchors of our application no longer works. Our application works as expected on devices not rolled into MHMS, and it also works the first time opening the app after enrolling the device into MHMS. However, when restarting the enrolled device the SharedSpatialAnchors no longer works. This happens for all devices we have attempted to enroll into MHMS, where enrolled devices fail after a restart whereas non-enrolled ones works as expected. The failure we are experiencing is this weird failure when saving the anchors (OVRSpatialAnchor.SaveAsync). The returning OVRAnchor.SaveResult gives FailurePermissionInsufficient, a failure message documented as "User has not granted all the required permissions for the app to use this API" but otherwise not stated in the guides. Note that this is not the settings for Enhanced Spatial Services, which would have given the SpaceCloudstorageDisabled error. As this the name suggests it has something to do with the permissions and settings of the application we have scoured these several times in both MHMS and on the Quest 3 itself, and cant see any reason why this only happens after a restart. Our setup: We are using Quest 3 devices with the latest OS version v77.1027, using Unity v2022.3.60f, and the Meta SDK v77.0. The device is enrolled into a simple MHMS Device Preset with Social Features turned on, while the developer settings are enabled. On the Quest 3, the Enhanced Spatial Services is toggled. The attached screenshot is of the code creating and saving the saved spatial anchors, though we are fairly certain it ha nothing to do with the code: Line 138 creates the OVRSpatialAnchorcomponent on a new gameobject and the method in line 144 ensures that it has been created. In line 146 we call OVRSpatialAnchor.SaveAnchorAsync, which gives the SaveResult FailurePermissionInsufficient in line 151. The guides we have used to create our application is the official Spatial Anchors Overview guide on Shared Spatial Anchors: https://developers.meta.com/horizon/documentation/unity/unity-shared-spatial-anchors Spatial Anchor guide from Core SDK 77: https://developers.meta.com/horizon/reference/unity/v77/struct_o_v_r_anchor The troubleshooting guide linked was of no help as it did not mentioned the experienced error: https://developers.meta.com/horizon/documentation/unreal/unreal-ssa-ts#anchor-sharing-failsMikkelS_HoloCare2 months agoExplorer412Views2likes3CommentsUnity + Quest: repeated VK_ERROR_INITIALIZATION_FAILED error
I am updating an existing Quest game to use the latest Oculus integration etc. The game runs fine for a minute or so and then the visuals of the game freeze on one frame and the following is repeated on the log. It appears that the game is still running fine in the background because I can hear sounds that suggest that it is running fine, besides the visuals. Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2329) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2330) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 Warn FenceChecker FenceChecker: wait timed out after 100 msec Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2331) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 Warn FenceChecker FenceChecker: wait timed out after 100 msec Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2332) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 I am about to start the trial and error process to determine what the parameters are that cause the issue and what devices are affected by it. Here is some of my build information: Unity 2022.2.15f1 Oculus XR Plugin 3.3.0 Oculus Integration 53.1 (1.85.0) Device: Quest Pro System Version 50000390062500330 Version 53.0.0.147.132.475553041 Runtime Version 53.0.0.147.132.475553298 OS Version SQ3A.220605.009.A1 Please let me know if you have any information or if it might be a known issue with my software versions.SolvedAllenPestaluky3 months agoExplorer5.5KViews0likes16CommentsInquiry Regarding Ukrainian Language Support on Meta Quest 3
Dear Meta Quest Team, I am writing to inquire about the availability of Ukrainian language support for the Meta Quest 3. As a user of this device, I have noted with regret that Ukrainian is not currently offered as a system language option. I have searched for potential workarounds or solutions to enable Ukrainian language functionality on my device but have been unsuccessful in finding any. Furthermore, as someone studying software development, I would like to express my strong interest in assisting with the development and implementation of Ukrainian language support for the Meta Quest platform. If there are opportunities for user contributions that align with my skills, such as linguistic testing, localization implementation, or providing technical insights, I would be eager to offer my help. I would be grateful if you could provide information on whether there are any plans to include Ukrainian language support in future software updates for the Meta Quest 3. If this feature is under consideration, I would be very interested to learn about the potential timeline for its implementation and any avenues for community involvement where my software development background could be beneficial. Thank you for your time and attention to this matter. I look forward to your response. Sincerely, Kyrylo Fesakkyfese3 months agoHonored Guest372Views6likes1Comment
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