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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.17Views0likes0CommentsApp frame rate drop
Just wondering if anyone else experienced this. Happens to coincide with the announcement of Framesync, so wondered if they might be related. <meta-data android:name="com.oculus.enable_frame_sync" android:value="false" /> Have added the above to my AndroidManifest for next update just in case.35Views0likes0CommentsStuck in Verification Loop - Cannot Create App for WhatsApp API
Hello, I am stuck in a verification loop when trying to create a new app for the WhatsApp Business API. My Goal: To create a "Business" type app to integrate with the WhatsApp Business Platform. The Problem: Every time I click "Create App" on the developers.facebook.com dashboard, I am redirected to the "Verify Your Account" page (see attached screenshot), even though my account is already fully verified. What I have already done: My account has 2-Factor Authentication (2FA) enabled. My phone number is fully verified in the main Meta Accounts Center. I have tried this in multiple browsers (Chrome, Firefox) and in InPrivate/Incognito mode. The verification for my credit card also fails. I was able to successfully create a developer organization ("Umiya Agro Digital") through the Meta Quest developer dashboard (developer.oculus.com), so my account is recognized as a developer account on that new system. However, the developers.facebook.com platform does not recognize this and keeps forcing me into this broken registration flow. I cannot proceed. Please advise.20Views0likes0CommentsOakley Meta Glasses - 16:4 - Landscape
Tried searching for topics relating to this but unable to find anything. Dearly hoping that there are plans afoot for a firmware release from Meta that facilitates these great glasses with the ability to film in landscape mode. I am worried that this has been a massive oversight, a what could have been potentially the most revolutionary piece kit, might end up falling short at the last hurdle. If this is the case I might just have to offload them and switch back to my other action camera. Come on Meta, please shed some light on what may or may not be on the way... at least a little hint please.13Views0likes0CommentsUnity WebRTC stream from iOS companion app → Quest headset connects but displays black frames
Hello everyone, My name is Mason. I’m a graduate student at Kennesaw State University and a Research Engineer working in XR environments through my Graduate Research Assistant role. I’m currently building a research prototype that connects a mobile companion application to a VR headset so that a VR user can view media stored on their phone inside a VR environment. The system uses a Unity-based mobile application to stream video frames to a Unity-based VR application using WebRTC Environment Sender Device: iPhone 15 OS: iOS 26.3 Engine: Unity 6000.3.8f1 (Unity 6.3) Graphics API: Metal Receiver Device: Meta Quest Pro headset (Unity application) Streaming Technology: Unity WebRTC package Architecture Mobile Unity app acts as the WebRTC sender Quest Unity app acts as the WebRTC receiver Connection established over LAN UDP used for discovery TCP used for signaling Video Source: Unity RenderTexture Goal The goal of the system is to allow a VR user to browse and view media stored on their phone inside a VR environment. The pipeline currently works as follows: The mobile Unity app renders media content to a RenderTexture The RenderTexture is used to create a WebRTC video track The video track is streamed to the headset The Quest app receives the track and displays it on a surface inside the VR scene Current Status Connection setup appears to work correctly. Observed behavior: Discovery between devices works Signaling connection succeeds ICE candidates exchange successfully PeerConnection state becomes Connected Video track is created and negotiated However, the Quest application displays only black frames. Sender (iOS) Behavior Inside the phone application, the RenderTexture displays correctly and the scene renders normally. Frames appear correct locally inside the Unity scene. Despite this, the Quest receiver does not display the frames. Receiver (Quest) Behavior On the Quest side, the WebRTC connection establishes successfully and the video track appears active. The video texture updates, but the displayed output is completely black. Expected Behavior The frames rendered on the phone should appear in the VR scene on the Quest headset. Actual Behavior The WebRTC connection works, but the Quest receiver only shows black frames. Things I Am Investigating Unity WebRTC compatibility with Unity 6.3 Metal texture capture limitations on iOS RenderTexture pixel format compatibility GPU readback or synchronization issues Differences between desktop Unity WebRTC streaming and iOS streaming Questions Has anyone successfully streamed Unity RenderTextures from iOS to Quest using WebRTC Are there known compatibility issues with Metal-based textures being used as WebRTC sources? Are there specific RenderTexture formats or texture types required for WebRTC on Quest Could this behavior indicate a GPU synchronization or pixel format issue? I can provide Unity console logs, WebRTC negotiation logs, screenshots of sender and receiver output, RenderTexture configuration, and minimal code snippets if needed. If anyone has experience building mobile-to-Quest streaming pipelines or using WebRTC in XR applications, I would greatly appreciate any guidance. Thank you for your time.16Views0likes0Comments
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