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Can I use the OVR Manager alongside Unity's XR Origin Rig ?
Hello ! I'm a student making a game on Meta Quest 3. I'm leveraging Unity' XR Interaction Toolkit to make most of the game but I'm wanted to enable some Meta Quest native features. Notably, I wanted to use the OVROverlayCanvases but this imply using the OVR Manager as well. I desperately attempted to find any source of information about using both Unity's built-in XR systems and the ones provided by the Meta XR Core SDK, to no avail so far. Is dealing with both simultaneously a no-go or is there some critical configuration to make it work ? Does Unity's XR Origin or the OVR Manager take precedence over the other (specifically on the Tracking origin mode) ? Thanks a lot for your help and your time !4Views0likes0CommentsIs it possible to use hand tracking with just one hand?
Hi everyone! I’ve been experimenting with ways to give players a more super-real experience. After attending a gesture recognition session yesterday, I started thinking about removing the hand controllers entirely, but there’s a problem: without them, I can’t let players move through hand tracking alone. My game includes boss fights that require precise movement to dodge attacks. So I’m wondering, is it currently possible to have one hand use gesture tracking while the other hand uses a controller joystick for movement?5Views0likes0CommentsFinding lost controllers
Wouldn’t it be a great idea to add a feature on the meta horizon app where you can just click a button and it makes a noise in our controllers so we can find our missing controllers like me and I’m sure, many other people would be happy to spend extra money for a controller that can be found by sound. (I don’t know where else to say this so I said it here)4Views0likes0CommentsHorizonOS v81 update broke Passthrough in startup Splash Screens
Hi folks, This is for a project in a C++ UE 5.5.3-0+oculus-5.5.3-release-1.109.0-v77.0 engine from official Oculus Branch. A recent update to Horizon OS, likely v81, seems to have changed the way Splash screens are handled to now send the user to a black void with particles and wisps flying by. This has created a big problem for our MR application in that now NO Passthrough is visible during splash, which is causing us to fail VRC (Functional.14). This was not an issue before this OS update. These are the settings and image (PNG with transparency) we are using: Even forcing bAutoEnabled to True in DefaultEngine.ini does not help: Setting to Black also gives the same result, which is the black void with a very low resolution proxy of the PNG we have: For reference, this was the behavior before the v81 update: We also scouted other MR apps and it seems they face similar situations (?) Any help is appreciated as we'd rather not request any waivers during our QA process. Thank you! -SebastianrotuSeb23 hours agoHonored Guest11Views0likes0CommentsQuest Browser location bug preventing IWSDK testing
I tried to start an Immersive Web project following the guide. But I got stuck at the step where you put on your headset and point your Quest browser to the IP address of your project in order to actually enter VR. As you can see in this photo, there is a strange error "Browser needs access to your location to share your location with this site" The CONTINUE button does nothing when I press it. I tried granting location access several different ways, none of which work. Obviously my location should not matter, and should certainly not be preventing me from developing an app. Somebody needs to fix this.10Views0likes0CommentsAadvanced matching with pre-hashed PII – clarification on Meta’s expectations
Hi everyone 👋 I’m working on a browser-only setup for conversion tracking and I’d like to double-check a few details specifically on the Meta side (naming, hashing detection, and what the Pixel actually expects). Context the lead/conversion event fires on a thank-you page the user data (email, phone, name…) is collected on the previous page I can’t fire the event on the form page as the tracking wouldn't be always truthful I don’t have a server / CAPI in this flow, so this is 100% client-side To bridge the two pages, I’m doing this: on the form page I collect the user fields I normalize them in two ways (Google-style and Meta-style) I hash the Meta-normalized version with SHA-256 I temporarily store it in sessionStorage on the thank-you page I read it and want to send it with the Meta Pixel event So far, so good. What I’d like to confirm 👇 Does the Pixel reliably accept SHA-256 hashed customer data sent via fbq('track', 'Lead', ..., { …customer data… })? In other words: if I send the customer info already hashed, Meta will still match it, right? Do I need to tell Meta explicitly that the values are already hashed (like a flag or a specific param), or will the Pixel detect it automatically from the format? I know Google makes you use different parameter names for hashed values – I couldn’t find something equally explicit for Meta. What’s the most “standard” way to send hashed user data client-side right now? - plain fbq('track', ...) with customer data object - GTM template (e.g. facebookarchive or Stape style?) - other approach you’ve seen working better in production I’m trying to avoid situations where the template re-hashes what I already hashed and we end up with double-hash and no matching. - In your experience, do current Meta templates auto-hash by default? If yes, is there a clean way to say “I’m already sending hashed values, please don’t touch them”? I’m aware that server-side CAPI would make all of this nicer, but in this scenario I need to stay client-only and make sure I’m not breaking matching just because the actual event is on a different page. Any real-world examples/snippets from would be super helpful 🙏chiara.889954 days agoHonored Guest12Views0likes0Comments[BuildingBlock] Networked Avatar
Hi! I’m having a problem with the [BuildingBlock] Networked Avatar. I want all networked player avatars to only show head and hands - not the full body. For some reason, when playing on Quest every player is always shown with a full body, even though I set Manifestation Flags and Active Manifestation to HeadHands & Active View to FirstPerson. Am i doing something wrong?Dattl4 days agoHonored Guest22Views0likes0CommentsIs there a similar feature to Android Device Owner ?
Hi, We are investigating a use case where we would need to manage Quest devices. Specifically clear an external app User Data. On android this is possible through Android Device Owner apps. If we get it correctly, this is not supported on Horizon OS. There is the Meta mixed reality business subscription service | Meta for Work, however it is unclear for us if we would be able to manage external app User Data from it. And if our app would have some privilege on the device, to help the user by steering the experience. Thanks CheersAT.Test7 days agoHonored Guest26Views0likes0Comments
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