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Can Meta XR SDK build for Windows PC VR, or is it Quest-only?
I've been developing a VR game for Quest Pro/Quest 3 for the past year using Unity 6 (6000.0.40f1) with Meta XR SDK (Core 74.0.1, All-in-One 74.0.2, Interaction SDK 74.0.2, Essentials 74.0.1). Current situation: Standalone Quest APK builds work functionally Performance is poor (~40-50 FPS, pixelated visuals) Unity Editor with Quest Link runs beautifully (80+ FPS, crisp visuals) What I need to know: Can I build a Windows platform executable with Meta XR SDK and run it as a PC VR app via Quest Link? Or is Meta XR SDK strictly for standalone Quest Android builds? What I've done: Optimizing the standalone build with my own code logic and texture compression, and logging disabled (My game has a server logging feature) Limited improvement due to an asset-heavy project Why I'm asking: Since Quest Link (Editor to Quest) performs so well, I'm wondering if I can build a Windows .exe that runs the same way - using my PC's GPU while the Quest acts as a display/input device. Constraints: I need Meta XR SDK specifically for eye tracking (Quest Pro) Not using OpenXR due to reported conflicts with Meta XR SDK Has anyone successfully built Windows PC VR apps using Meta XR SDK? Or is the SDK Android-only, requiring a switch to OpenXR/SteamVR for PC builds? Any guidance or documentation links appreciated! Other questions: Does eye tracking work over Quest Link with Windows builds? Are there specific build settings or plugins needed? Any performance differences vs standalone?Solved33Views0likes4CommentsComparative Review: Functional Similarity and IP Liability in Hand Tracking
If the end result—the specific hand poses and gestures—is functionally identical to Meta's, can they take legal action against me even if I used a completely different implementation method? Does legal liability extend to the user experience and functionality rather than just the source code?SolvedMetaGilll3 days agoHonored Guest24Views0likes1CommentBest way to improve blurry textures/images before importing into VR?
I’ve been working on a small VR project and noticed that some images/textures look blurry after importing, even though they seem fine outside. I tried resizing and changing formats, but still not getting good clarity. Recently, I tested enhancing images before importing, and it actually improved the results a bit. I used something like https://reminniapk.com/ just to clean up details first. Is there any better workflow you guys follow for this?Solved39Views0likes2CommentsVR Compositor Layers setup
Hello, I am following this doc. and I also check Unity StarterSample that shows example to setup 180/360 video playback. But before going to video, I wanted to try this with an Image. So I added this setup: and now this is the RawImage with my custom shader: now coding part: RawImage rawImage = GameObject.Find("ImagePlayer").gameObject.GetComponent<RawImage>(); OVROverlay overlay = GameObject.Find("ImagePlayer").gameObject.GetComponent<OVROverlay>(); // OVROverlay won't check if the texture changed, so disable to clear old texture overlay.enabled = false; overlay.textures[0] = texture2d; //assigned from inspector window overlay.enabled = true; Material mat = new Material(rawImage.material); rawImage.material = mat; rawImage.texture = overlay.textures[0]; //I guess here the texture is already processed through ovroverlay ?? is this the correct way to setup ovroverlay to process images? I tried with underlay and overlay as well but the visual difference is not too different from regular texture in my Quest 2. Perhaps my setup is wrong and the texture never goes through ovroverlay?Solved23Views0likes1CommentMax 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.Solvedldunilim1 month agoHonored Guest42Views0likes1CommentOptions 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.Solved98Views0likes4CommentsExperiencing soLoader issues with Meta Spatial SDK v0.10.0 update
Hello, I am trying to update my apps from Meta Spatial SDK from v0.9.2 to v0.10.0 and when deploying and running it on the Quest 3 headset, the application will crash and exit as soon as VrActivity runs onCreate. I am observing the following error on logcat: Abort message: 'JNI DETECTED ERROR IN APPLICATION: JNI NewGlobalRef called with pending exception java.lang.ClassNotFoundException: Didn't find class "com.facebook.soloader.MergedSoMapping$Invoke_JNI_OnLoad" on path: DexPathList[[zip file "/data/app/REDACTED_MY_APP/base.apk"],nativeLibraryDirectories=[/data/app/REDACTED_MY_APP/lib/arm64, /data/app/REDACTED_MY_APP/base.apk!/lib/arm64-v8a, /apex/com.meta.xr/priv-app/VrDriver/VrDriver.apk!/lib/arm64-v8a, /system/lib64, /system_ext/lib64]] The changes I did are minimal (version update on libs.versions.toml and XML component definitions and removing deprecated APIs). I tested also compiling several of the updated examples from the Meta-Spatial-SDK-Samples (such as MrukSample) and had the same behaviour: apps compile, deploy, open but crash as soon as entering in VR. Is anyone else having the same issue or is there anyone that was able to update successfully and run apps using the Meta Spatial SDK v0.10.0? Happy to provide further details if needed. Thanks in advance.Solved46Views0likes1Comment3D Raycast from hands... where is it coming from?
I have a Unity Mixed Reality project... and added the hands and real hands and that's cool. Tossed in a Zombie so I can try to get him to follow me or I can shoot him (finger gun special). Now I want to fixup the ray cast from the hands/controllers so I can interact with game objects from afar... but I'm not even sure where that ray is coming from so I can see the script. My "change" would be to have the ray extend 50m... and return a bunch of "hits" with "target class:" GameObject, yellow [put an explosion effect on that zombie -- if it's hitting the mesh] Interactable, a blue disc appears [press trigger to activate object] something from the 3d depth [depth raycast], an orange disc appears [put bullet hole on that] a scene object [floor/wall], a green [grounded] disc appears (note that that may not be the final terminus -- if there's "more models" outside the window or wall (or maybe you're picking something on the other side of a table).... [code has to see if you can shoot through it] All of course, flat against the object, and usable in code (you might be able to fire a laser through the window, but it won't go through a wall; code will see if that works)... But... I don't know where to look... the ray from the hands does #3... but I don't know where in the Asset Tree it's coming from --it will probably also tell me how to make those discs (is it a Gizmo, or a GameObject?). I figure I can add #1/2 [from the cubes, but I haven't quite figured them out yet either, and #4 [EnvironmentalRayCast [ERC] but I might have to iterate on that one because I don't see a "give me all the hits" from the ERC). Questions: a) Where is this 3d ray coming from in the asset tree so I can learn? b) Is there a good way to "scale" the discs so they're "always ~20px dia" no matter how far away they are? c) It looks like I need to change the shader of my zombie, but I'm not getting the terminology -- it occludes fine (eventually I want the IRL table to occlude it), but I need to say "oh, user picked the bellybutton -- spawn an explosion effect in his gut..." -- and how do you change shaders anyway? I can change materials from the editor, but...?SolvedThormj2 months agoProtege41Views0likes1CommentMake GameObjects translucent to the Passthru?
For debugging and for a few specific bits (I want to make a Leia hologram in my scene), I'd love to have the gameobjects be translucent (alpha fine) to the passthru images. If I "just set alpha," the gameobjects are transparent to themselves... but they still block all of the passthru... So... is there a way to make a hologram in your living room that works?Solved93Views0likes5Comments
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