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How to make real-world objects appear in front of a virtual environment in Mixed Reality?
I am trying to create a Mixed Reality application in Unity where a virtual environment surrounds the user’s real room, so that the user feels like they are in a different environment while still being inside their real space. I experimented with the SpaceMap sample from the MR Utility Kit: https://github.com/oculus-samples/Unity-MRUtilityKitSample/tree/main/Assets/MRUKSamples/SpaceMap This sample actually does almost exactly what I want. However, I am facing the following issue: Real-world objects, people, and even my own body appear behind the virtual environment objects, so they become invisible. In other words, the virtual environment fully occludes the real world. What I would like to achieve instead is: Real-world objects, people, and my body should appear in front of the virtual environment based on depth. However, the room surfaces (walls, ceiling, and floor) should not occlude the virtual environment. So effectively: Real dynamic objects should appear in front of the virtual world. Static room geometry should not block the virtual environment. From my research, it seems possible to do something like this using opacity or passthrough techniques, but that’s not what I want. I would like the result to feel natural and realistic, without transparent effects. Since this is my first MR application, I might be missing something obvious. If anyone has experience with this or can point me in the right direction (depth APIs, occlusion techniques, or examples), I would really appreciate the help.13Views0likes0CommentsSpatial Anchors won't stay after Recenter +Workaround
I have a minimally reproductible project but it cannot be uploaded here. Unity 6000.3.9 and Quest3 v2.1.1034, SDK v84 We have a scene 0 that loads scene 1 in which the CameraRig lives. With that setup, after launching the APK I place some anchors, then holding the Meta button (Recenter) the anchors move away. After that first recenter everything works normally and any new anchor does stay in place. This doesn't not happen if scene 0 is not included and thus we launch directly to the CameraRig scene. Workarounds: - Removing scene 0 (but that's our bootstrapper we can't remove it, but this fix might work for you) - Adding a CameraRig (OVRManager) on scene 0 (so far it seems to work) If any developer from Meta is available, i do have a project that can reproduce he bug. Thanks in advance.9Views0likes0CommentsMeta Smart Glasses for Hockey Referees: Real-Time AI Help for Offsides, Icing, Penalties, Goals...
Hi Meta team and community, I’m Ron — a coach and on-ice referee with 15 years of experience in ice hockey. The game is incredibly fast-paced with action happening all around the rink, making split-second calls extremely tough even for seasoned officials. My Idea: use Ray-Ban Meta smart glasses (with the powerful camera and Meta AI) as a hands-free assistant for referees. The glasses could provide subtle audio alerts or light AR visual cues for: Offsides & icing detection Too many men on the ice Hand passes & high sticks Minor penalties (tripping, cross-checking, etc.) Goal confirmation + automatic scorer/assist identification This would keep refs’ eyes on the play at all times — no more looking away or missing peripheral action.Why this matters Dramatically improves accuracy, consistency, and safety in one of the fastest sports on earth. Reduces controversial calls and game-stopping reviews. Starts as a training/review tool (POV recordings + AI analysis) and evolves to live assistance. The tech built for hockey’s extreme demands would transfer perfectly to soccer, basketball, football, and everyday AR uses. The NHL is already giving officials Apple Watches for timing alerts, the IIHF has experimented with eye-tracking glasses for referee development, and refs in other sports are already using Ray-Ban Meta glasses for POV filming. Meta’s AI glasses (especially the new Display models with in-lens overlays) and developer toolkit are perfectly positioned to lead this next step! What do you think? Has anyone worked on similar sports-officiating ideas? Kudos if you support this — I’d love feedback and to hear from Meta developers or other hockey refs! Thanks, Ron11Views0likes0CommentsChannel invite limits before launch
Hi, I have a question regarding channel invitation limits. From what I understand: Each app can configure up to 5 channels for URL-based invites. Each channel can contain up to 200 users. If that’s correct, does that mean the maximum number of users we can invite to private channels is 1000 users total (5 × 200)? We’re planning to run tests before launch and may need to invite more than 1000 users. Is there any way to: Increase this limit? Add more channels? Invite more users before launch? Any clarification would be greatly appreciated. Thank you!kapehorn.meta1 day agoStart Partner5Views0likes0CommentsUE5.6 passthrough windows Ques
I'm trying to implement passthrough windows using the MetaXR plugin's passthrough feature in UE5.6. I achieved passthrough using https://developers.meta.com/horizon/documentation/unreal/unreal-projected-passthrough-tutorial/#1-create-a-solid-plane, but I'm having trouble implementing the same feature as https://developers.meta.com/horizon/documentation/unreal/unreal-customize-passthrough-passthrough-windows/. An actor is always obscuring the view, and replacing materials doesn't work. Are there any solutions or methods to resolve wall obstruction in passthrough implementations?😭Mr.MeatFloss1 day agoHonored Guest10Views0likes0CommentsEvent-Based Push Notifications Not Being Received on Mobile Devices
We are experiencing inconsistent delivery of push notifications to mobile devices through the Meta Horizon app. We created an event-based push notification and it has already been approved. The notification is configured to launch a specific destination within the app when tapped. After it got approved, we used the request ID to trigger the push notification from our server to our active users, the response shows "success": true, but the delivery appears unreliable. Occasionally, the notification is successfully received on our test user account, but in most cases no push notification is delivered. The request itself appears to complete successfully, so there is no obvious indication of failure from the API response. To isolate the issue, we tested with a single test user account and manually triggered the requests multiple times. The behavior remains inconsistent—sometimes the push notification arrives, but most of the time it does not. We would like to understand: Are there any rate limits or throttling rules for sending push notifications through the Meta servers? Is there a limit on the number of users per request or the frequency of requests? Are there any recommended retry mechanisms or delivery guarantees we should implement? Are there any logs or diagnostics available to verify whether the notification was accepted and processed by Meta’s push service? Any guidance on troubleshooting or best practices for reliable push notification delivery would be greatly appreciated.17Views0likes0CommentsQuest 3 Constant Restart Loop, Need full OTA firmware
Hello I have a quest 3 sistem which I use constantly, it started failing and went into a constant restart loop, and the factory reset does not work, The bootloader works and the ADB sideload works, recovery is possible but I need the Full OTA Firmware to fix it. I need to find where to download it. Thank you54Views1like4CommentsOptions for PVP Multiplayer Hosting
I have been building PVP games in Horizon Worlds for the last year, and now that VR in Horizon worlds is going away I am looking at doing a native PVP VR game instead. I have used both unreal engine and unity, was leaning on using unity because I feel I may program quicker in Unity. I have some cloud experience using AWS, mostly hosting websites. But for hosting or implementing Multiplayer, I am looking at options and others experiences. I am thinking of two main solutions, one being AWS (this is my go to for cloud tasks, but I use mostly for hosting websites) and proton (it sounds to good to be true, its free and you can have 100 concurrent users). AWS likely will be a pain to setup and seems like it will cost more (which makes no sense to me, usually cheapest for most tasks). Photon seems super cheap and easy to implement (sounds to good, feel like there is something I am missing). Have any tried both methods, and how do they compare, or are their better solutions.Solved76Views0likes4CommentsMax area size with Boundaryless app.
Hi, I'm developping a mixed reality app on the Quest 3 with Unity, using the Boundaryless feature to disable the guardian : <uses-feature android:name="com.oculus.feature.BOUNDARYLESS_APP" android:required="true"/> I was wondering, what is the max tracking area size in that case ? It seems that at around 20m from the origin, the headset displays a warning to the user about being far away from the origin. Is it possible to disable it ? It it possible to go farther away than 20m ? Is there a size where the tracking is degraded ? Thanks.Solvedldunilim2 days agoHonored Guest25Views0likes1CommentQuest Link Version Mismatch
I updated the Quest Link software this morning and since then handtracking in the Unity Editor doesn't work anymore. Also running the project takes a minute until it starts in the headset - before it only took 1-2 seconds. Last straw I can investigate is this version mismatch. How do I update the headset Link version? At this point I'd like to say to Meta that the developer experience is EMBARASSINGLY BAD and I recommend literally anyone who reaches out to me to not use Quest. Any help would be appreciated.JulianAtWork3 days agoHonored Guest102Views1like2Comments
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