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MRUK queryCompleteEvent error -2 on Horizon OS v203
Title: MRUK queryCompleteEvent error -2 on Horizon OS v203 — permission verifiably granted, SDK version gap suspected Hardware/software: - Quest 3, Horizon OS v203 (PTC, displayed as "v2.3") - Spatial Persistence Service: Version 84, Build Apr 19 2026 - Meta Quest Link PC app: v201 (MQDH reports persistent version mismatch) - Unity 6000.3.14f1 - Meta XR SDKs tried: v201.0.0 (Asset Store latest) and v85.0.0 (resolves to OVRPlugin 1.117 / SDK 1.1.53) - OpenXR Plugin 1.17.0, Meta Quest Support enabled (Android tab) - Settings → Apps → Spatial data: ON - Settings → Developer → Spatial Data over Meta Horizon Link: ON Symptom: Every MRUK scene query in a standalone APK build returns: E/Unity: MRUK Shared: queryCompleteEvent->result returned error code: -2 E/OVRPlugin: [XREVENT][XR_ERROR_RUNTIME_FAILURE] XR_TYPE_EVENT_DATA_SPACE_DISCOVERY_COMPLETE_META Save operations also fail with XR_ERROR_RUNTIME_FAILURE on XR_TYPE_EVENT_DATA_SPACE_SAVE_COMPLETE_FB. Meanwhile, Guardian's own concurrent spatial query (com.oculus.guardian) on the same device at the same time succeeds and returns 27 scene anchors including a room mesh. So the scene data exists and is loadable by system-level queries, just not by dev.hololabs.mrwow's MRUK query path. Permission verification (per developers.meta.com Spatial Data Permission doc): Implemented Option 1 (explicit Unity Android Permission API) with MRUK Load Scene On Startup disabled and OVRManager Scene checkbox unchecked, so no request races. Logcat confirms full grant pipeline: I/GrantPermissionsActivity: onCreate: requestedPermissionsArray=[com.oculus.permission.USE_SCENE] mTargetPackage=dev.hololabs.mrwow V/GrantPermissionsViewModel: Permission grant result permission=com.oculus.permission.USE_SCENE result=4 V/GrantPermissionsViewModel: Permission grant result permission=horizonos.permission.USE_SCENE isImplicit=true result=4 I/Unity: [MRUKDebug] PermissionGranted: com.oculus.permission.USE_SCENE Permission.HasUserAuthorizedPermission("com.oculus.permission.USE_SCENE") returns true after the grant. The documented failure modes for missing permission are "0 anchors, no error" or LoadDeviceResult.NoScenePermission. Neither matches what I'm seeing. Diagnostic observations pointing at SDK/firmware version gap: - OVRPlugin v201 startup log shows ~32 OpenXR extensions requested by the SDK but reported "unavailable" by the v203 runtime, including XR_FB_render_model, XR_FB_spatial_entity_sharing, XR_META_environment_depth, XR_META_colocation_discovery. - OVRPlugin v117 (downgrade) fails differently: ~20 "MRUK Shared: Unable to bind OpenXR function" warnings at startup, then the same -2 error. v117 expects extensions that have been renamed or removed in v203. - The RipcClient log reports the Spatial Persistence Service running on the headset is Version 84, Build Apr 19 2026. This appears to significantly predate the v201 SDK package release. This suggests v203 Horizon OS firmware is in a compatibility gap between currently-released Meta XR SDK packages. v201 SDK expects v204+ runtime extensions; v85/v117 SDK expects an older extension set that v203 has moved past. Questions: 1. Is there a Meta XR SDK release matched to Horizon OS v203 that isn't on the Asset Store yet? 2. Is there a documented way to roll a Quest 3 back from v203 PTC to v201 stable for development? 3. Should the v201 SDK release on the Asset Store be considered pre-release / not-yet-compatible with currently-deployed firmware? Happy to provide full logcat, AndroidManifest, Packages/manifest.json, or any other diagnostic info. cheers!32Views0likes1CommentApp Review final submit blocked by hidden fblogin-web-1 validation label
Meta App Review final submission for our app is blocked by a hidden/internal validation label. All visible App Review sections are complete/green, but final Submit returns: Some sections are incomplete question labels are invalid: fblogin-web-1 App: Hermes Bot App ID: 2389952421516474 Business ID: 1114463873276065 Submission ID: 2407995389712177 Expected behavior: - The submission should submit successfully because every visible required section is complete, or - The UI should render the missing question/field that maps to fblogin-web-1 so it can be completed. Actual behavior: - The final submit confirmation modal accepts the acknowledgement checkbox. - After clicking the modal Submit button, the page returns the fblogin-web-1 validation error. - No visible App Review section, Website platform testing instructions, Facebook Login for Business settings field, Facebook Login for Business configuration field, or Instagram setup field is visibly marked incomplete. Troubleshooting already completed: - Verified App Review checklist sections are complete/green: Verification, App settings, Allowed usage, Data handling, Reviewer instructions. - Accepted the Instagram tester app invite for Hermes Bot-IG under the wheelsfeelsusa Instagram account. - Checked/filled Website platform testing instructions. - Checked Facebook Login for Business settings. - Set and saved owned-site values: Valid OAuth Redirect URI https://wheelsfeels.com/, allowed domain wheelsfeels.com, deauthorize callback URL https://wheelsfeels.com/privacypolicy, data deletion request URL https://wheelsfeels.com/privacypolicy. - Created/reviewed Facebook Login for Business configuration for the support workflow. - Corrected configuration assets from Pages + Pixels to Pages + Instagram accounts. - Checked Instagram business login/API setup and generated/validated tester authorization where visible. - Retried final submission after each plausible fix. The same hidden fblogin-web-1 blocker persists. Requested help: Please advise the exact product/settings page and field that maps to fblogin-web-1, or escalate/fix the hidden validation state so the missing field is surfaced or the submission can proceed.26Views0likes2CommentsQuest issues
Since I upgraded to the latest update with the big UI change, things got worse for some interactions. Unknown sources tab appears and disappears from in the library menu. Sometimes is there, sometimes is not. I restart the headset, it appears. Also, sometimes the list of the applications inside unknown sources is empty. Sometimes all my apps from there appears only after a restart. Also, very important, when I m in one of my app, from unknown sources, normally when you point the fingers towards you and pinch, to access the hand menu, there are options to resume or quit the app. Now, in some apps, when I pinch, that menu doesn't appear and I cannot quit the applications. It never happened before this big update. Sometimes it appears, and I can press on quit, sometimes not. When I pinch and when I see the button quit, it also says "app name not available". Does anyone encountered these issues? Thank you.89Views1like3CommentsAccount Permanent Disabled
Hello Facebook Team, This is the second time my Facebook account has been mistakenly disabled. As shown in the screenshot, Facebook previously reviewed my account on March 15, 2026, and confirmed that I follow the Community Standards. I always follow Facebook’s rules and use my account responsibly. Please kindly review and restore my original account again, as I believe this disablement was made in error. I use this account for personal communication with my family and friends, and it is also connected to my original Instagram account. I am willing to provide any personal information or valid identification associated with the account to verify my identity. I would greatly appreciate your help in recovering my account, thankyou. Facebook Name: Prince Licup Email: Princetomali30@gmail.com Phone Number: +639925391231 Date Of Birth: July 27, 2005 Facebook URL: https://www.facebook.com/YowItsMePrincePrinceLicup1 day agoHonored Guest67Views1like1CommentHorizon OS v2.4 breaks hand far-interaction in all OpenXR Unity apps
Posting here to surface a regression that's affecting our production app on the Meta Horizon Store and appears to be hitting the broader OpenXR ecosystem on Quest 3. SUMMARY Since Horizon OS v2.4 rolled out (week of 18 May 2026), the Meta Aim Hand OpenXR extension (XR_FB_hand_tracking_aim) returns a stuck/invalid aim pose. Any Unity app reading pose from the MetaAimHand input device (via com.unity.xr.hands) loses hand far-interaction: the ray is stuck pointing forward, and the grab interaction range tied to the ray is also affected. Reproduces in the Unity Hub VR template project as well as in our production apps WHAT'S RULED OUT - System-level hand tracking is healthy: works in Quest Home, 2D system apps, and via XR_EXT_hand_tracking joint data inside the app itself (near interaction with hands continues to work). - Our MRTK-based sister app, which derives its hand ray from joints rather than from the Aim extension, is unaffected — confirming the breakage is scoped specifically to XR_FB_hand_tracking_aim. - The latest Meta XR Core SDK / Interaction SDK (v201.0, April 15) and Unity's com.unity.xr.hands (1.6.0-pre.3) and com.unity.xr.meta-openxr (2.6.0-pre.1) all predate the v2.4 rollout — no upstream SDK fix available to update to. - The Hand Interaction Profile workaround restores a ray but with pinch detection too sensitive for production use, which makes it unviable for medical/clinical content. VIABLE MITIGATIONS FOR SHIPPING APPS Falling back to controllers, or computing a custom aim pose from XR_EXT_hand_tracking joints directly (bypassing MetaAimHand entirely). ALSO REPORTED - Unity Discussions: https://discussions.unity.com/t/quest-3-openxr-hand-tracking-no-longer-works-after-2-4-update/1721513 - Filed on Meta Feedback Center (Inputs → Hand Tracking) for engineering tracking. ASK Confirmation this is on Meta's radar, ETA on a Horizon OS hotfix or an SDK-level workaround, and any guidance for affected apps shipping today. Happy to provide additional repro details or logs (privately) if useful.rnd.apoqlar2 days agoHonored Guest171Views2likes2CommentsHand tracking no longer works on 2.4
After my headset decided to update itself to 2.4 my hand tracking no longer functions in my OpenXR app. I'm using Unity and the Meta Aim Hand OpenXR feature and the ray is stuck permanently straight. Moving my hand doesn't move my ray in any meaningful way and I can no longer select objects. Here is a video from the built in unity VR sample with no edits made. https://streamable.com/r230zu How did this ever get promoted from PTC? What do I do to fix this? Picking up a controller to do actions in my app that is primarily hand tracked is not a solution.107Views1like1CommentSystem Menu appears on finger pinch – how to disable it?
Hi everyone, I’m developing a standalone VR app for Meta Quest 3 that uses hand tracking (no controllers). However, when users pinch their thumb and index finger, the System Menu unexpectedly appears — interrupting the experience. This seems to be the default system gesture for opening the Meta Menu in hand-tracking mode. For a VR application, this causes a very uncomfortable and distracting experience for users — especially when they accidentally trigger the system UI during normal interaction. I’d like to ask: 1. Is there any official way or API to disable or suppress the system menu gestures (like the pinch or palm-up menu)? 2. Can this be done at runtime through Unity / OpenXR / Meta SDK settings? 3. If not, are there enterprise or MDM settings (e.g., ManageXR, ArborXR, etc.) that allow disabling these gestures? Any confirmed solution or workaround would be greatly appreciated — even a partial one (for example, disabling only the pinch gesture while keeping hand input active). Thanks in advance! NaetibSolved987Views1like17CommentsStore New Releases Visibility
Hi, I'm a solo indie developer, and I've recently published a game on the Meta Horizon Store: https://www.meta.com/en-gb/experiences/alien-monke/25773573445586295/ It's inspired by Gorilla Tag, but with a unique twist: players can move much faster using boost gadgets, and every minute an artifact spawns that allows players to flip the hunt. The game has received exceptionally good feedback so far. Players seem to genuinely enjoy the experience, which has been incredibly rewarding to see as an independent developer. Recently I've removed the Early Access flag in the meta data as the game passed public beta phase and is in good enough condition for general public. However, the game didn't appear in the New Releases category. I've already reached out to support but they recommended to join the Meta Horizon Start program, hence i've created this post. I would be very grateful for any support you could provide. Thank you for your time and consideration. Best, PavelKillswitch.132 days agoStart Member10Views1like0CommentsMeta quest 3 scanner breaks
Hello! I have a Unity project for Meta Quest 3 that uses MRUK. The app starts in a room, but I have "Load Scene on Startup" disabled in MRUK, and I don’t call LoadSceneFromDevice until the user is in the room where the scan was created. The problem is that sometimes the room scan breaks randomly for no apparent reason. What can I do? Since I need to start the app in a different room, should I create and store multiple rooms so the system knows where it is? For example, having two rooms saved and letting it detect which one it’s in. Should I start with the quest cameras covered so it doesn’t try to recognize the space until the user is in the correct room, hoping it will recognize it immediately. Is this the right approach? Thanks, this apk is for a restaurant, where the waiters start the aplication in a room, go to another (where is the scaned room) and gives them to the customers, and the experience start and they don't live the room.12Views0likes0CommentsProduction Graph API App Blocked Due to False-Positive Ban on Admin Account via Starlink IP
Hi everyone, I am facing a critical issue with our production application that utilizes the Meta Graph API. The app has completely stopped functioning because the primary Admin/Developer account associated with the Meta for Developers profile was abruptly suspended on May 26, 2026. The system states "Account Integrity" as the reason, but we are absolutely certain this is a technical false-positive. Due to severe local telecommunication outages in our region, we have zero terrestrial internet access. To continue our development work, we rely entirely on Starlink satellite internet. As a result of Starlink's network architecture, our connection frequently shifts and roams between dynamic IP addresses. It appears Meta's automated security systems flagged this rapid IP switching as a malicious botnet attack or unauthorized takeover, leading to an immediate automated ban while the admin was not even active on the platform. Because the admin account is disabled, we cannot request a review through the standard interface, and we are completely locked out of our Meta for Developers dashboard to manage our Graph API application or assist our users. Has anyone faced a similar issue with satellite internet dynamic IPs, or can any Meta Community Manager help escalate this to the Security/Account Integrity team for a manual review? Account Details: - Name on Account: KG KG - Associated Email: softwaremuzammil@yahoo.com - Phone Number: +249923765800 (Currently unreachable due to local network outage) I have attached a screenshot of the block screen for reference. Any guidance or internal escalation would be deeply appreciated. Thank you.60Views0likes3Comments
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