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I have managed to replicate this repo to show native texture in VR mode.However, when I switch it to pass-through mode, the texture is not showing.I have dived into it a bit, and found that that's because of the conflict of the pipeline, which makes the native plugin not initialized.I am aware of the recently released Unity-PassthroughCameraAPISamples, but what I was trying to do was showing texture that is not from the local camera.I also knew WebCamTexture, but I wonder if it is possible to show texture not from the local camera.Everything works well in VR mode, here is the log when switching to pass-through mode.2025-07-23 16:42:12.288 2195-2218 BufferQueueProducer com.oculus.vrshell E [SurfaceTexture-115-2195-274](id:893000001ad,api:1,p:1137,c:2195) dequeueBuffer: BufferQueue has been abandoned 2025-07-23 16:42:12.288 1137-1137 CompositionEngine surfaceflinger E ANativeWindow::dequeueBuffer failed for display [com.oculus.andro
My cube with the snap interactor snaps just fine to the snap interactable, but when I try to grab and remove my cube, the position transforms weirdly as if it was still connected to the snap interactable. I am sure I have set up my scene fine. Has anyone had a similar issue before?
Hello I am curious as to where I can find a good site for purchasing sound effects for a Horror / Mystery game? This my first time going at a project completely solo. I do have simple audio gear but I would be interested in purchasing sound effects rather than trying to produce all of them myself. Thank you in advance.
I am unable to find a method or tutorial for creating custom hand gestures in Unity for the new Meta all in one sdk for my mixed reality project and I don't even know this can be done or not, I just want to create a custom hand gesture for my application if possible please help me with the implementation.
When I try to launch my Project on my Quest 2, I get this error:LogPlayLevel: UAT: Expecting to find a type to be declared in a module rules named 'OculusXRHMD' in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.I have no Idea what causes this or how to fix it. I've just finished the quick start guide and nothing works.
There is not an option to select a Nordic key layout containing the letters Ä, Ö and Å in the virtual keyboard.Please add support for these keyboards to the virtual keyboard as soon as possible.
Hi I'm using both hands and controller for a mixed reality application. I'm using unity 2022.3.21f1 with meta all in one xr sdk and oculus. when headset unmount or power button is pressed, the headset doesn't recognize hands nor controller. I'm using both controller as well as hands for interaction. any one know any fix for this issue ? Thanks in advance.
Updated metaxr all in one sdk from v67 to v77 in package manager. Now lot's of associated files are missing. I have deleted the OculusProjectConfig.asset file under Oculus directory in assets to regenerate it but still the exists. Also lot's of associated files like pokeinteractable/grababble... are missing. Can anyone help me? Thanks in advance.
I am trying to making a door that can rotate at on a specific axis.So I add a hinge joint script on it, and there's also a OVR Grabble script on it because I also have a OVRplayercontroller in my hierarchy.When I run the program, I found that I only grab the door instead of rotate it
Hello everyone, my question is the following: how do you grab objects and rotate them on a specified axis, like a hinge joint?
In META XR SDK version 77, when adding the [BuildingBlock] Camera Rig, there is a configuration issue that causes the Skybox to appear black when entering Play Mode.Steps to Reproduce:Create a new project with META XR SDK v77.Add the [BuildingBlock] Camera Rig to the scene.Press Play.Observe that the Skybox is black instead of rendering normally.Cause:The Camera components inside the Camera Rig are set with the Background Type set to Solid Color (black) instead of Skybox... So set it to SkyboxSolution / Workaround:In the Hierarchy, locate and expand [BuildingBlock] Camera Rig.Expand TrackingSpace, then CenterEyeAnchor.Select the Camera component, expand the Environment section.Change Background Type to Skybox.(If necessary) Repeat the process for LeftEyeAnchor and RightEyeAnchorNotes:It’s surprising that in v77 this detail was overlooked, considering that in previous META examples they used a different Camera Rig configuration without this problem. The issue seems to stem from the upda
Hey,We put our game in App Lab but users seem to have trouble downloading it. Here is a screenshot from user in Australia. Is there a way to debug this further?
A strange issue is now occurring, blocking unity development. Test users fail to login with the following error message:{"error":{"message":"Unsupported get request. Object with ID '30718013287843347' does not exist, cannot be loaded due to missing permissions, or does not support this operation","type":"OCApiException","code":100,"error_subcode":33,"fbtrace_id":"ARCtDmELs4k_vwP8Vz4jEJS"}What we've tried so far:Create a new Meta Test User;Force entitlement check and validate that user is entitled to application;Restart Editor;Clear library folder and re-import project;Disable firewall;Reviewed Data Use Checkup and requirements, all OK;Cleared credentials in editor and logged in again;Restarted editor;Validated app ID reference in editor;Tried with older working project version.
Is this supported on either the quest 3s or 3? I have the 3s and I cannot get a usb device to redirect to an app, developer mode and MTP are on, not sure if anyone has had any success?
Phenomenon:After resetting the view, launch this gameThe Splash Image generates with incorrect Transform, then automatically moves to the center of the viewReal-time detection of XRHMD's centerEyePosition and centerEyeRotation in InputSystem shows abnormal Raw Vector3 and Raw Quaternion valuesWhen resetting the view in-game via the meta button, XRHMD's centerEyePosition and centerEyeRotation in InputSystem return to normal valuesDevices and Versions:Consistently reproducible on Quest 2, Quest 3s, and Quest 3. (Suspected to be related to Meta device updates, as the April build did not exhibit this issue initially, but now the same problem occurs even when redownloading that build)Details:This offset error is not random—the same offset occurs every time the game is launched. (Resetting the view before launching the game or resetting in-game still carries this offset to the next session, and even adb uninstall does not resolve it.)The issue has not been observed in other games, but we hav
Hi everyone. I'm new to VR development and just created my first VR project in Unity for Meta Quest 3. When I run the game through Unity Link (Oculus Link) from my PC, it works smoothly with good graphics and no lag. My PC has 32 GB RAM and the game uses around 9 GB while running. But when I build it as an APK and run it directly on the Quest 3, I get problems like lagging, lower graphic quality, flickering, and sometimes low memory warnings. I know Quest 3 has only 8 GB RAM, so that might be part of it. But I would really appreciate help on how to optimize the game for Quest 3, what settings or methods I should use to reduce lag and improve quality, and whether there are tools to check what is using up memory on the Quest. Thanks a lot. I'm learning and want to get better at building for VR.
Hi All :)Setup:Unreal Engine: 5.5.4Meta XR Plugin: v77Meta Interaction SDK: v77My actor’s structure:Multiple static mesh components attached.Each mesh has its own iSDKGrabbable component, configured for both hand and ray grab.Collider Mode on each is set to Find Static Mesh.An IsdkGrabTransformer is attached to the root of the actor.Distance Grab Motion: Isdk Manipulate in Place Grab MotionProblem:I can point and grab (distance grab) the first mesh only.When I try to distance grab the second mesh (or any others), nothing happens—no grab, no feedback.Questions:Is there a known issue with multiple iSDKGrabbable components on one actor?Are there limitations on grabbing multiple meshes within a single actor?Any ideas, fixes, or workarounds?Thanks!
I'm encountering an odd issue when launching my Unity app on Quest 2 using the "Build & Run" option with "Development Build" enabled. If the headset is in sleep mode during deployment, and I put it on after Unity reports the build as successful, the Quest lock screen appears but the controllers are invisible.Despite the controllers not being visible, I can still feel haptic feedback when moving my hands around, indicating that input is registering. However, since I can't see or interact with the lock screen properly, I'm stuck.The only workarounds I've found are either to manually stop the app via MQDH, which then makes the controllers visible again on the lock screen, or to wear the headset while Unity is launching the app, ensuring the device stays awake: in which case the app launches and runs normally.I am not sure If this is issue with Unity or Oculus.I am using:Headset: Quest 2 v78.1027Unity: v6.0 (6000.0.53f1)XR-Management-Toolkit: v3.0.8 (Oculus checked in plugin-provi
Hi everyone,I'm following this official tutorial from Meta to customize the hand model in Unity using the Interaction SDK:Meta tutorialAfter completing the steps and launching the scene, I get the following error:NullReferenceException: Object reference not set to an instance of an objectOculus.Interaction.Input.DataModifier`1[TData].UpdateData () (at ./Library/PackageCache/com.meta.xr.sdk.interaction@77.0.0/Runtime/Scripts/Input/DataModifier.cs:103)Oculus.Interaction.Input.DataSource`1[TData].GetData () (at ./Library/PackageCache/com.meta.xr.sdk.interaction@77.0.0/Runtime/Scripts/Input/DataSource.cs:225)Oculus.Interaction.Input.Hand.get_IsTrackedDataValid () (at ./Library/PackageCache/com.meta.xr.sdk.interaction@77.0.0/Runtime/Scripts/Input/Hands/Hand.cs:294)Oculus.Interaction.HandVisual.UpdateVisibility () (at ./Library/PackageCache/com.meta.xr.sdk.interaction@77.0.0/Runtime/Scripts/Interaction/Visuals/HandVisual.cs:250)Oculus.Interaction.HandVisual.Start () (at ./Library/PackageCach
Hi I was hoping someone could give me some advice. We have funding to develop a commercial training VR experience in aviation. Due to the hardware requirements we are not developing for Quest. HOWEVER we would like to make a game version of it for the non-commercial / enthusiast market and release it for Quest via the conventional release channel. Is this possible does anyone know? We just can't see enthusiasts wanting to pay for an enterprise set and wouldn't go down this route if we thought they would have to. I'm just worried that Oculus will see that its based on a commercial version and not clear it for release. Thanks for any help anyone can give.
Since the v79 update, various dialogs in the Android Settings app are no longer accessible and crash the Android Settings app when opened.This includes, but is not limited to, the following:WiFi & Internet -> Private DNSAccessibility -> [ANY SERVICE] -> Turn OnSystem -> Developer -> Wireless Debugging -> Pair with Pairing CodeThe following error is visible in LOGCAT:FATAL EXCEPTION: mainProcess: com.android.settings, PID: 2626java.lang.IllegalStateException: You need to use a Theme.AppCompat theme (or descendant) with this activity. at androidx.appcompat.app.AppCompatDelegateImpl.createSubDecor(AppCompatDelegateImpl.java:926) at androidx.appcompat.app.AppCompatDelegateImpl.ensureSubDecor(AppCompatDelegateImpl.java:889) at androidx.appcompat.app.AppCompatDelegateImpl.setContentView(AppCompatDelegateImpl.java:772) at androidx.appcompat.app.AppCompatDialog.setContentView(AppCompatDialog.java:99) &nbs
After registering devices with MQFB (Meta Quest For Business), spatial anchor save and load operations have started failing. It appears that there's some kind of "untrusted" error message showing up.When we remove the device from MQFB, spatial anchor saving works properly, so we believe this is caused by MQFB's influence.We'd like to know how to handle spatial anchors under MQFB. If possible, we'd also like to know about setting up an environment where we can install APKs via ADB commands for testing even under MQFB management.2025/08/08 09:14:18.899 3660 11740 Error [CT] SP:AP:AnchorPersistenceRuntimeIpcServer: RPC not allowed for discoverSpacesV2 due to AnchorResultCode::ERROR_PACKAGE_UNTRUSTED(-10035) for package name com.onetoten.VoiceInteractionXR 2025/08/08 09:14:18.899 11557 11685 Error [CT] SP:AF:InsightAnchorApi: DiscoverSpaces: DiscoverSpaces failed to complete successfully, code:AnchorResultCode::ERROR_PACKAGE_UNTRUSTED(-10035) 2025/08/08 09:14:21.343 3660 11740 Error [CT] S
We’ve been experiencing a persistent issue with connecting our business number to WhatsApp Business via Meta’s WhatsApp Manager. The issue has been ongoing for over 2 months now.Specifically, the display name field is showing an error stating that we’ve reached the monthly limit for name changes. However, this message has remained unchanged for over two months, and we have not been able to make any updates or progress as a result.
Hello, I recently changed countries, so I needed to update my information on Quest Payout.I was told that I could contact the relevant people via Contact Forms >Horizon OS Developer >Payout, as my information had already been entered. However, I keep getting a “No Payout Selected” error. I am the sole developer and have full access to all permissions. I also was logged in with correct facebook account.Does anyone know how to resolve this issue or how to contact Meta Quest through an alternative method?
Hi all,I've found out that with MetaXR's Passthrough API, using Unity, you can access the WebCamTexture to display on, for example, a plane.I'm in need of this feature in my project made using Unreal 5 and the lastest MetaXR plugin yet I cannot find any information or documentation on how to do so. Going through the C++ files I fail to find any references to that system or equivalent. Why is this missing?Kind regards,Stijn Simons
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