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Unity does not see 3S
Hello all, I recently purchased a Quest 3S and Unity does not see it. It is in developer mode, I am using a USB 3 cable (passes the cable test) and the Meta Quest Link sees the unit. I'm at at total loss here. I have uninstalled all Unity versions and the Unity hub and re-installed, same with Meta Quest Link. The strange part is that Unity will see my old Oculus Quest 2 fine. I hope I'm just missing something simple. Any help is greatly appreciated.MMHarvey2 months agoHonored Guest64Views0likes1CommentMeta XR Simulator Synthetic Environment Server rooms are missing
Hi im pretty new to Unity development with the Meta XR SDK. Im on Unity 6.2 and using Meta All-in-One SDK version 78. I've been trying to figure out how to launch a Synthetic Environment Server on the Meta XR Simulator and everytime I try to enter play mode using the Simulator and launch a room from the list of rooms, Unity fails to find the .exe file in the directory path above. And sometimes the editor would just crash when I press play. I tried removing and reinstalling the packages but it just won't work. Any solutions or am I missing something? ThanksKiinan2 months agoHonored Guest93Views1like2Comments257 Photon fusion compiler errors though i use Photon Pun 2
basically i use Photon pun 2 and i downloaded the meta sdk for in app purchases and Meta quest In game usernames but now i have almost exactly 257 compiler errors cause i dont use fusion and when i try Re downloading it and importing it, my project crashes and doesnt open again. Please help (editor version 2022.3.62f1)VR.Anton21212 months agoHonored Guest17Views0likes0CommentsQuest Pro EyeTracker sampling at higher rate.
Hi, is there a way to use the eyetracker at maximum sample rate? Our application is running around 30 fps but we want use maximum eye tracker frequency for our research analytics, is there a way to do it? Currently we use OVRPlugin.GetEyeGazesState() but that only gives us last value for the frame. We would like to get list of values sampled since last frame, or sample it separate thread at desired frequency. Any help is appreciated.FrantisekHolubec2 months agoHonored Guest20Views0likes0CommentsSo are there really no portable plug and play 6e routers?
I'm really trying to avoid traveling with a giant router. I know many recommended the Kevin minions router but that thing is not in a easily packable shape. From my research there is basically no portable 6e router that allows me to just plug it in, go to web interface, and setup from there. I don't want to install any android apps or give any personal info. I'd basically never connect it to the internet. Maybe once for any software update. If there are no portable ones what's a recommended one that almost easy from travel?wukantu12 months agoHonored Guest13Views1like0CommentsMeta Quest Pro coordinate system conflict with external motion capture - origin reset issue
Problem Summary We're developing VR applications that integrate Meta Quest Pro with external motion capture systems(Nokov). The Quest Pro's automatic origin reset mechanism is causing severe coordinate system misalignment, making it impossible to maintain stable synchronization between headset tracking and external mocap data. Technical Details Core Issue Automatic Origin Reset: Quest Pro automatically resets its tracking origin to the current virtual node position during runtime Coordinate System Conflict: This conflicts with our external motion capture system's fixed coordinate system Cannot Disable: The automatic correction mechanism appears to be hardcoded and cannot be disabled Current Behavior We successfully calibrate and align Quest Pro tracking with external mocap Quest Pro automatically resets origin after some time/movement All previous positioning/calibration becomes invalid Hand tracking and head tracking become desynchronized Code/SDK Observations Positioning logic is encapsulated in Meta's DLL Hand tracking code is also sealed in the SDK No apparent API to control coordinate system behavior Impact Professional Applications: Unsuitable for commercial VR experiences requiring precision User Experience: Significant hand-eye coordination problems Development Workflow: Requires complex manual recalibration for each session Questions for the Community Has anyone encountered similar coordinate system conflicts when integrating Quest Pro with external tracking systems? Are there any undocumented APIs or workarounds to: Disable automatic origin reset Override hand tracking coordinate system Access lower-level tracking data Alternative Solutions: What approaches have worked for professional mocap integration? What We've Tried Researching SDK documentation (limited info on coordinate system control) Attempting to override both head and hand tracking with external data Various calibration approaches Looking For Official guidance from Meta developers Community solutions or workarounds API recommendations for professional mocap integration Similar experiences and how others solved this This appears to be a fundamental limitation for professional VR development. Any insights, experiences, or official responses would be greatly appreciated! Has anyone successfully integrated Quest Pro with external motion capture systems? What approach worked for you? Thanks for any help! 🙏zhou.1322 months agoHonored Guest18Views0likes0CommentsDistance Grab - Fails after 1 attempt
Hi, I'm getting a problem with the distance grab function using the Meta Interaction SDK. Using the Quick Actions, I am adding the utility to my grabbable object. When I test the grab, it works fine the first time. However after the first 'pinch', the second pinch returns the console error 'Setting linear velocity of a kinematic body is not supported'. The resulting behaviour of the grabbable object is that it moves only halfway to my pinching hand and then stops. I'm using the built in render pipeline and the OculusXR plugin. Any help would be great!SolvedTransitTech_20252 months agoHonored Guest38Views0likes1CommentMeta Quest Runtime Optimizer Plugin might cause Unity build errors
We recently discovered the Meta Quest Runtime Optimizer and were excited to try it - it really helped improve our app's performance initially. However, build errors suddenly appeared out of nowhere. Same project, same settings, everything identical to our working builds from the day before. Errors encountered: Duplicate libopenxr_loader.so conflicts during build java.lang.StackOverflowError in Gradle After resolving build conflicts with pickFirst, app launched with sound only (stuck at loading screen) Attempted fixes: Added pickFirst rules in launcher Gradle template (fixed build, but app still broken) Removed and reimported Meta XR All-in-One SDK (no change) Solution: Removing the Meta Quest Runtime Optimizer plugin completely resolved all issues. Build succeeds and app runs normally again. Has anyone else experienced similar conflicts with the Runtime Optimizer? We really like this feature but this . Environment: Unity 2022.3.53f1 Meta XR All-in-One SDK (for the utilities) 78.0.0 Meta Quest Runtime Optimizer 0.1.0 OpenXR with Meta Quest Support enabled Would appreciate hearing from others who've encountered this or successfully use the Runtime Optimizer without issues. Thanks !licas.chiu2 months agoHonored Guest30Views1like1CommentColocation and Shared Spatial Anchors result in wrong frame of reference
Hello everyone! I'm developing a networked experience using Unity 6 with Netcode for Gameobjects and the MetaXR SDK. I am trying to get Shared Spatial Anchors working using Colocation so that the players can see the same frame of reference in Mixed Reality. I managed to get Colocation and Shared Spatial Anchor sharing to work but when I try to align my player rig using the Shared Spatial Anchor from the host there is a misalignment in the scene. No obvious errors or warning are being thrown,I am using the code in the documentation as well as a video tutorial from "XR Dev Rob - Colocation with Meta’s Shared Spatial Anchors & the new Colocation Discovery API" as my main point of reference for my own code. Below is my alignment code if (await unboundAnchor.LocalizeAsync()) { Debug.Log($"Anchor localized successfully, UUID: {unboundAnchor.Uuid}"); var anchorGameObject = GameObject.Instantiate(_anchorPrefab); var spatialAnchor = anchorGameObject.GetOrAddComponent<OVRSpatialAnchor>(); anchorGameObject.name = $"Anchor_{unboundAnchor.Uuid}"; unboundAnchor.BindTo(spatialAnchor); _alignmentManager.AlignUserToAnchor(spatialAnchor); return; } With AlignUserToAnchor(OVRAnchor anchor public void AlignUserToAnchor(OVRSpatialAnchor anchor) { if (anchor == null || anchor.Localized == false) { Debug.LogError("Anchor is not localized yet."); return; } StartCoroutine(AlignmentCoroutine(anchor)); } private IEnumerator AlignmentCoroutine(OVRSpatialAnchor anchor) { var anchorTransform = anchor.transform; for (int alignmentCount = 2; alignmentCount > 0; alignmentCount--) { _cameraRigTransform.position = Vector3.zero; _cameraRigTransform.eulerAngles = Vector3.zero; yield return null; Vector3 offset = anchorTransform.InverseTransformPoint(Vector3.zero); Quaternion inverseYaw = Quaternion.Euler(0f, -anchorTransform.eulerAngles.y, 0f); _cameraRigTransform.position = offset; _cameraRigTransform.rotation = inverseYaw; Debug.Log($"Aligned camera rig position: {_cameraRigTransform.position}, rotation {_cameraRigTransform.eulerAngles}"); yield return new WaitForEndOfFrame(); } Debug.Log($"Alignment complete"); } } I am wondering if I am missing something that needs to be initialized to get the spatial data in order so that the Anchors can get localized correctly. Or if it is something else that I am missing. Thank you for your help! Kind regardsSolvedRhinoxDev2 months agoExplorer63Views0likes1Comment
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