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Meta Quest Runtime Optimizer issues
I tried the Meta Quest Runtime Optimizer utility and was inspired by the idea of integrating such useful functionality into Unity. On a simple test scene in my project everything worked well, but on a real complex scene I encountered several problems: 1) When I tried to capture a frame, the console displayed a warning [OVRNetworkTcpClient] Sanity check failed. PayloadLength 333694 and the frame capture has not happened. I tried deleting large parts of the scene (especially rigid body objects) and the frames were captured correctly, but it didn't help much. What could be the root cause? 2) "What if?" Analysis gives ьу confusing results: some objects report negative render time. Is it normal behavior and can I just ignore those reports?boris.novikov6 hours agoExplorer0likes0CommentsV76 cannot use USB link to cast content to the computer.
I am unable to cast my screen to the computer using usblink, and the "cast" button in meta quest link is unclickable. I also attempted to use the Cast function in the Meta Developer Hub for screen projection, but it still failed. The headset would report that the Cast application process ended abnormally.Chiikawa.00815 hours agoHonored Guest0likes0CommentsXR Composition Layers are invisible when the MetaXR feature group is enabled
I am using Unity's XR Composition Layers to render a canvas (like a floating desktop) on a Meta Quest 3. The problem I am facing is that the canvas is invisible as soon as the Meta XR Feature Group is enabled. I am using: Unity 6000.1.2f1 Meta XR Core SDK 77.0.0 XR Composition Layers 2.0.0 OpenXR 1.14.3 URP 17.1.0 Unity OpenXR Meta (for passthrough) 2.1.1 The composition layers work well as long as the ‘Meta XR’ Feature Group is disabled in the XR Plugin Management settings for OpenXR. As soon as it is checked, without changing anything else, the composition layer is invisible on device. All my tests on device were done with an actual build, not via Oculus Link, as a build is where is should eventually work. The same issue was posted here on the Unity Discussions Forum. Unity has confirmed that it is caused by a bug in the Meta SDK package, which appears to be disabling certain layers at runtime, which prevents Unity's code from executing properly on the headsets. Is this already being looked into? When can an update be expected? Thank you in advance!Mr.Watts.Quest2 days agoHonored Guest0likes2CommentsV71 Handtracking offset with Passthrough enabled
V71 seems to introduce a bug with handtracking that hands in the camera feed (and thus also the rendered model) are not aligned with your real hands when passthrough is enabled. You can reproduce this e.g. in "Demeo" when you switch between AR and non-AR mode that you're hands are "jumping" to the correct position as soon as Passthrough is disabled. Could be related to the changes to eliminate the wrapping of your hands in the camera feed. Strangely the PointerPose property of OVRHand seems not to be affected.scheichs2 days agoExplorer2likes2CommentsUnexpected Positional Tracking Issues with Meta Quest 2 over Air Link (Research Setup)
We are running a research project using a Meta Quest 2 via Air Link to stream content from a Windows PC. The setup uses a local 5GHz network (no internet access) dedicated to the Air Link connection. The PC itself has internet access, and the Meta Quest Link app is up to date. Our application is a Unity build that has not been changed since data collection began in December 2024. We use only natural movement (e.g. no controller input) and the Guardian is disabled. For the first few months, everything worked reliably. However, for the past ~10 weeks, we've observed increasingly frequent issues with positional tracking. Participants will suddenly "jump" forward or backward by several decimeters, sometimes rotate abruptly, or experience vertical position shifts of up to 80 cm. No physical changes were made to the room or environment. The issue persists across both the original and a newly purchased headset. Since I’ve ruled out the network, room layout, and application itself, I suspect the issue may be caused by recent changes in Air Link or the Meta Quest Link app. Has anyone encountered similar problems in recent months?ZimmerJ2 days agoHonored Guest0likes3CommentsOpenXR HMD Track Input Error about the meta package of Unity
Phenomenon: After resetting the view, launch this game The Splash Image generates with incorrect Transform, then automatically moves to the center of the view Real-time detection of XRHMD's centerEyePosition and centerEyeRotation in InputSystem shows abnormal Raw Vector3 and Raw Quaternion values When resetting the view in-game via the meta button, XRHMD's centerEyePosition and centerEyeRotation in InputSystem return to normal values Devices and Versions: Consistently reproducible on Quest 2, Quest 3s, and Quest 3. (Suspected to be related to Meta device updates, as the April build did not exhibit this issue initially, but now the same problem occurs even when redownloading that build) Details: This offset error is not random—the same offset occurs every time the game is launched. (Resetting the view before launching the game or resetting in-game still carries this offset to the next session, and even adb uninstall does not resolve it.) The issue has not been observed in other games, but we have exhausted troubleshooting directions and cannot determine why this is happening. The bug cannot be reproduced when using PC streaming, making debugging extremely challenging. However, the issue is 100% reproducible when launching the APK directly on Meta devices. We would greatly appreciate any potential solutions!fxd.look2 days agoHonored Guest0likes0CommentsMeta XR Core SDK v74.0.2 Build Errors for PCVR
We have a PCVR version of our app and need to build on Windows Standalone, but when we try to build with the Meta XR Core SDK installed we get the following errors: ``` Library\PackageCache\com.meta.xr.sdk.core@2d7964560fb1\Scripts\EnvironmentDepth\DepthProviderOpenXR.cs(31,38): error CS0234: The type or namespace name 'Meta' does not exist in the namespace 'UnityEngine.XR.OpenXR.Features' (are you missing an assembly reference?) Library\PackageCache\com.meta.xr.sdk.core@2d7964560fb1\Scripts\EnvironmentDepth\DepthProviderOpenXR.cs(40,26): error CS0246: The type or namespace name 'MetaOpenXROcclusionSubsystem' could not be found (are you missing a using directive or an assembly reference?) ``` It'd be great to be able to support this use case, thanks. btw I did some quick edits and embedded this package locally and was fixed with the following modifications: https://github.com/oculus-samples/Unity-DepthAPI/issues/783likes1CommentMRUK issues after last update, please help!
Hello, we are developing an app in Unity 3D that, in one scene, uses MRUK. In passthrough mode, the app places four screens on the walls of the room and another object in the center. We are currently using the Meta library version 74. Since the recent OS update, the app no longer works correctly. When entering the room, the app prompts us to update the room (controller required). If we accept, it completes the update but the scene remains empty. If we cancel, the screen turns black, an alarm-like sound starts playing, and we are forced to reboot the device. Could you please help us understand what's going wrong or let us know if there's a compatibility issue with the latest OS? We have a demo tomorrow... 😐 Thank you in advance. Best regards,massimomagrinilucca3 days agoHonored Guest0likes1CommentForcing remote Avatar 2 hands to follow their transform.
Skinning mechanism of Meta Avatars 2 don't seem to play well with precise hand tracking and it seems that quite a bit of function has been sacrificed for form. I get why. Forcing the hands to follow the player's exact location can result in freaky looking avatars - especially with standing avatars from seated players. But some multiplayer gameplay simply requires accurate representation of player's hands, like apps with grabbable objects. It breaks a lot of immersion when you see another player handling an object while the interacting hand is in a completely different location than the object. I'm surprised there doesn't seem to be a quick fix to force the skin's hands to follow their true position, despite the risk of it looking unnatural. What I've tried: Tweaking around with arm blending in OvrAvatarAnimationBehavior didn't do anything Setting the anchoring state to AnchorToHeadset or AnchorToHeadsetDynamicCrouching fixes it, but causes feet to clip in the ground or hover above it, dynamic crouching only works in editor and MR (not VR), head rotations seem frozen, chest rotations are glitchy GPU skinning rather than Computed All kinds of hacky changes in the SDK's code, which is never good even if it works Has anyone found any doable fix?Evrience4 days agoHonored Guest1like1CommentHow can I run a Unity app as a background process while I play another game on the meta quest 3?
I’m trying to develop a meta quest 3 application that runs in the background so I can record controller data (IMU and button actions) while I’m playing a PCVR game like SkyrimVR. my headset will be connected to my pc with an oculus link.BrandonJ4 days agoHonored Guest1like2Comments