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Hello!I am unable to login to the MQDH desktop application. I already tried the "WIN+R - google.com"-Solution, but it did not work. I tried Edge and Chrome as default browsers.I just see a little flash in the MQDH after i click the blue Start-as-Button. But it stays at "Continue in your browser" without an error message.EDIT: I am on windows 10.Hoping for some ideas Thanks, Stefan
Hi Meta Team, I’d like to raise a concern on behalf of users who are unable to permanently remove certain apps or games from their library on the Meta horizon app and headset. Even after uninstalling, these titles still appear in the account’s library, which can be confusing, especially for users who no longer wish to see or access them. While we understand that uninstalled apps don’t consume storage, having the option to permanently hide or remove them from the library would greatly improve user experience and organization. Please consider adding this feature in a future update. It would mean a lot to users who want more control over their content.
Hello everyone,I’m encountering a frustrating issue with Meta Quest Developer Hub (MQDH) v5.7.2 on macOS while trying to set up a Quest 3 running firmware V78.ISSUE DESCRIPTIONI enabled Developer Mode on Quest 3 via the mobile app.In the Quest headset, I selected “Always allow USB access.”SideQuest and ADB (adb devices) can successfully detect the Quest 3.However, when I run “Set Up New Device” in MQDH, it stalls at the final step asking me to plug in the cable, even after doing exactly that.No prompt appears inside the headset; MQDH hangs without progressing.I tried reinstalling MQDH and rebooting both Mac and headset—problem persists.WHAT I’VE TRIEDVerified Developer Mode is enabled, and USB Connection Dialog permission is granted.Confirmed USB‑C cable works (SideQuest and ADB both connect).Rebooted Quest and Mac multiple times.Uninstalled and reinstalled MQDH, cleared caches/settings.Used both bundled Quest cable and a known good USB‑C data cable (I tested USB 3.2 cable / Thunderbol
Problem:1. Passthrough initially works fine in the app.2. Take the headset off, the display goes dark.3. Put the headset back on, the display turns back on.4. Unexpected: passthrough no longer works in the app!Also, passthrough doesn't work in the first run after the app has been installed.This is a regression. Passthrough always worked in the last version of the Unity OpenXR Meta package I used, which I think was 2.0.1.Suspected Cause:MetaOpenXRPassthroughLayer.Dispose() in the Unity OpenXR Meta package appears to be broken - it's not idempotent.When Unity's OpenXRCompositionLayersFeature.OnSessionEnd() disposes it, the underlying resources are gone for good.So when OpenXRCompositionLayersFeature.OnSessionBegin() creates a new one, it doesn't work.Version:Unity 6 (6000.0.51f1)My selected XR plugin: Unity OpenXR Meta 2.2.0Meta Quest 3I think these packages are irrelevant to this problem, but including the versions anyway:Meta XR Core SDK 77.0.0Meta MR Utility Kit v77.0.0Meta XR Platfor
Hi, does the new Audio2Expression feature only work with audio from the microphone? I didn't find a way to feed in some other kind of audio stream. Not sure what the use case would be just using the mic, besides the existing demo? The more obvious use case would be to use it like OVRLipSync to sync any character / NPC lip movement with audio, but this does not seem possible right now?
MQDH Version: 5.6.2Quest3 Software Version: 77..0. 5097426.10680.520. Android Meta Horizon connect Headset and opened the developer mode.On the evening of June 12, the device automatically upgraded from version 74 to version 76. First, MQDH could not connect, and second, the games installed on the device crashed. I tried restarting the device and upgrading to version 77 again, and then Set Up New Device. The prompt I got was "please use a USB-C data cable to connect the headset to the computer , then accept the in-headset US". I am sure that there is no problem with the data cable, and I can access the files in the device using SideQuest. Please give a specific solution. This problem has troubled me for a week.
🔧 My SetupUnity: 2023.3 (a.k.a. “Unity 6000” stream)XR Plugin Management: EnabledTried SDKs:✅ OpenXR✅ Oculus XR Plugin✅ Legacy OVRPluginI created a completely empty build — just a clean scene with XR and the Oculus/Meta Plugin setup (no extra logic, just baseline configuration).⚠️ The Issue: Insight SDK Compatibility WarningWhen I upload the .apk build to the App section of Meta Horizon Workrooms / Device Manager, I consistently get this warning:"Shared Mode: Insight SDK Compatibility"It seems harmless at first, but it completely breaks the auto-update pipeline. The build stays in "queued" or "incompatible" state on managed devices. No matter which XR backend I tried, the same warning blocked update propagation.✅ What I Tried✅ Switching between OpenXR and OculusXR packages✅ Stripping the project down to a completely minimal, empty scene✅ Removing and re-adding XR Plugin Management✅ Matching target API levels and SDK versions✅ Using different Unity 6000 minor versions
Is it possible to develop plugins with interactive features for workrooms? Or if it isnt Is it possible to develop a Workrooms alike environment with these interactive features?
Hi everyone,We’re a large Architecture & Engineering firm working on a project where we’ve built a Baseball field environment in Unreal Engine for a client. They’ll experience it in VR using Meta Quest headsets, and it will also be used for fundraising.Our goal is to provide the client with preloaded Meta Quest headsets that allow them to:👍Turn on the headset👍 Quickly set up the guardian boundary👍 Launch directly into the baseball field experienceWe want to avoid any extra steps, such as:🛑Account setup or login🛑 Horizon popups or other system prompts (besides the guardian setup)Has anyone done something similar?Is there a way to set up the headset in kiosk mode or another streamlined method?Any best practices for a frictionless experience?Are there contacts or resources we should reach out to?Any insights or advice would be greatly appreciated! Thanks in advance!
I am at the start of my first project and can't manage to test the project in my Meta quest 3. I followed all the steps: Set up Unity for XR development | Meta Horizon OS Developers When connecting the quest to Unity and hitting "Build and Run" I get 16 errors (3 red and 13 yellow). What am I doing wrong? How can I start this project?
Whenever I open the app, the window hangs on a white screen and never loads the app. I've tried all versions of the Developer Hub app for Mac, they all give me the same bug. I'm using a 2013 Mac Pro and running Monterey v12.6.1I've uninstalled each time by trashing the app as well as all log folders in the user Application Support Folder. I've also started using the 3rd party utility "AppCleaner" to do a more thorough uninstall. No success.
Hi,I'm trying to add Quest support to my app, everythig works fine except the keyboard, after installing Meta XR Core SDK v77, when targeting Android Device such as a tablet or a phone, the keyboard is shown in fullscreen mode covering all the game.I'm using:Unity3d 2022.3.62Meta XR Core SDK v77In Unity Support page there is an issue and they said that the problem is in "Meta Code" here the link to: Unity IssueIs there a workaround to solve this problem?Thank youRoberto
I am working on an application that requires the use of the microphone. However, if someone were to accidentally or purposely decline permissions, it seems it is no longer possible to request them again if "Save Preference" is checked (which it is by default). As a developer how am I supposed to gracefully handle this? If I call Request Android Permissions again, the OS Hands appear for a split second and the screen flickers black but, it immediately returns focus to the app without prompting the user for permissions again.Any suggestions to help solve this problem or workaround it? Obviously I can just force them to quit the game but, the main issue is that it will never allow me to request the permissions again and forces the user to go into the app permissions via the OS settings. Maybe this is the only way but seems pretty crappy from a user and developer perspective.
I need it to scan image targets and recognize certain objects like wooden cubes in mixed reality and overlay virtual objects. Is there any alternative as Meta is taking time. meta, Please release it Fast.......
The documentation for Meta for Work says "Developers can enter your organization key on the Meta Quest Developer Center to verify your invitation and then share private apps to your Admin Center."I've got the org key entered at developer.metacom, but can't find any way to share an app with the org. Anyone know how to do this?Thanks
I tried to use Mediapipe to track faces in perspective. I passed the Quest 3 camera image to Mediapipe to get the positions of facial key points on the screen, then used the ray from EnvironmentRaycastManager to get the coordinates of the key points in the scene, and then placed a ball model that tracks the key points to act as the head. However, the ball model flickers after being placed. I think it's because the tracking key points move too fast, causing the ball model to flicker. So I used SmoothDamp for smooth movement, but the flickering still occurs. I don't know why this is and how to solve it.
I have been trying to fix a problem that I have with an ad account since last night. I have sent several messages but don't have a response. I have two business pages, My assistant used to run ads on the first page and never reported any issued to me about the ad account. I have been working on the new page, and checked everything when I was creating an ad account. I went through a good number of meta blueprint courses to make sure, I am doing everything right. I tried running an ad last night and found a problem with it running. when I looking into the ad setting, it set account restrictions. I checked and all previous accounts from my personal and other business page looked ok, when I started digging deeper, It showed account restrictions on two of my ad accounts. However, when I looked into the ad manager for those accounts there were no rejected or restricted notices on any of the ads. however on top of the page, it showed the account restriction
Hi.As Meta announced, Organization Groupings will be discontinued as of July 25th.What does it mean? We need to have a general matrix from which different organizations that will publish different games can branch off.How can we do this from now on?Thank you very much.
i cant get it to work, ive tried all the tutorials on youtube, and ive enabled voicemeeter mode on virtual desktop streamer but i cant get music playing through my microphone. i dont want to go back to quest link because its so bad, but i really want to get this to work. i got it to work once but there was a really bad echo. ive tried voicemeeter potato and banana, but neither of them work for me. i dont know what im doing wrong.
We are using the Meta Fork of UE, 5.5.1 v74.I've followed through every single piece of online documentation I could find on how to get the PSO cache to work on the Quest 3. Nothing works. No pipeline cache file gets created on device.Has anyone gotten it to work? If so, how?Thanks!Scott
I'm working on a Unity project using Meta Quest 3 Passthrough, and I’d like to implement Vuforia-like functionality: recognizing real-world objects (like puzzle pieces) and tracking their full 6DoF pose (position + orientation) in real-time. I tried Unity Sentis but it only returns class labels and bounding boxes (e.g., ‘table’) and doesn't estimate 6DoF pose or detect if an object has been rotated.Specifically:- Should I train a custom 6D pose estimation model (e.g., YOLO) and run it with Sentis on-device?- Are there any existing projects or SDK that support this?- I'm currently working on an AR assistant that provides puzzle-solving guidance based on the user's behaviorAny advice, samples would be greatly appreciated.
I am developing an app for Meta Quest 2.When I Build & Run out of Unity, the APK correctly launches on the headset. I am also able to directly download the APK to the device using the Meta Quest Developer Hub (MQDH) and launch it using MQDH's file manager.But once such a development build is on the device, how can I launch it directly on the device, without needing to go through MQDH file manager? The app is listed in MQDH's file manager, but no icon appears in the app library on device.
I am experiencing an issue where body tracking fails to start when running the Movement SDK Retargeting Sample or using the OVRCameraRig in a separate scene (like in Valems tutorial). So basically i can move and look around, but the character stays in place in its standard sitting down or T pose position.The error message displayed in Unity is: [OVRBody] Failed to start body tracking with joint set FullBody.Setup Details OS: Windows 10Unity Version: 6.000.0.41fHeadset: Meta Quest 3 (dev mode, connected via Link and all movement tracking settings turned on).Project Template: Unity 3D CoreI tested in two plugin management setups :Setup 1 Meta XR All-in-One SDK: 74.0.0OpenXR Plugin: 1.14.1Unity OpenXR Meta:2.1.0Meta Movement v72.0.0Setup 2 (same as in Valems tutorial)Meta XR All-in-One SDK: 71.0.0Oculus Plug in Meta Movement v71.0.1 In both the Meta Project Setup Tool reports XR readiness for both Android & Standalone. Body tracking setting in the OVR manager are supported/required.&n
I'm trying create servers side logic to consume entitlement, like in this documentation: https://developers.meta.com/horizon/documentation/unreal/ps-iap-s2s#consume-an-iap-itemI test calls on my computer first, using cmd.And when I try to consume - it returns an error. But consumable item is consumed in the end.Full log is shown on the screenshotVerify that user has this item - trueAll user purchasesConsume - errorVerify that user has this item - false
Hi Meta Crew,I wrote a concept proposal for Facebook but nobody is answering. Maybe they have summer holidays?Whatever. Where can I sent an email to sent you the proposal? Thank you. And I’m quite sure, it could help Facebook to.Sincerly,Fabian Ansgar Reimer
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