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Dear Meta Community/Support Team,My name is AS33, I am a Strategic Designer and Independent Developer.I am currently researching innovation modules that may be relevant to several Meta teams, including but not limited to Meta Horizon, Generative AI, LLaMA, and Experimental Interface Research.I am seeking guidance on the following:1. What department, contact, or channel is best for submitting innovation proposals or partnership ideas?2. Is there a dedicated team within Meta (e.g. Horizon Labs, Research, R&D, Co-Design, etc.) that reviews early-stage concept proposals from external independent authors?3. Are there any internal innovation or consulting programs (e.g. Co-design Program, Meta Open Research, Meta Quest Creators Hub) that are currently accepting new participants or promising collaborations?I am particularly interested in hybrid models where I can contribute not as a permanent team member, but as an external signal architect, designer, or creative collaborator.My goa
Skinning mechanism of Meta Avatars 2 don't seem to play well with precise hand tracking and it seems that quite a bit of function has been sacrificed for form. I get why. Forcing the hands to follow the player's exact location can result in freaky looking avatars - especially with standing avatars from seated players. But some multiplayer gameplay simply requires accurate representation of player's hands, like apps with grabbable objects. It breaks a lot of immersion when you see another player handling an object while the interacting hand is in a completely different location than the object.I'm surprised there doesn't seem to be a quick fix to force the skin's hands to follow their true position, despite the risk of it looking unnatural. What I've tried:Tweaking around with arm blending in OvrAvatarAnimationBehavior didn't do anythingSetting the anchoring state to AnchorToHeadset or AnchorToHeadsetDynamicCrouching fixes it, but causes feet to clip in the ground or hove
Hi everyone,I'm currently experimenting with ways to integrate conversational AI (like ChatGPT) into VR environments to enhance user onboarding, contextual help, or dynamic NPC interactions. I’m working with Unity and targeting Quest 2/3.My goal isn’t to run the model locally, but to connect to external APIs (e.g., OpenAI) via secure HTTPS requests — ideally triggered by user input or voice in immersive menus.I’d love to hear from other devs:Have you tested anything similar in a VR context?What are your thoughts on latency and user flow when connecting to external services in VR?Any advice on best practices for handling text responses (display, formatting, user focus)?Are there any sample projects or SDKs that play well with Meta Quest platforms for this use case?This is still a prototype phase for me, but I believe natural language interaction could really improve the way users explore VR content — especially for onboarding or educational apps.Looking forward to your insights!
I’m trying to develop a meta quest 3 application that runs in the background so I can record controller data (IMU and button actions) while I’m playing a PCVR game like SkyrimVR.my headset will be connected to my pc with an oculus link.
I'm trying to have a truly boundaryless mixed reality app for a research project; so I've disabled Physical Space Features, it works as expected however I need Spatial Anchors especially for the large environment I'm in. I have not seen any definitive documentation online regarding Spatial Anchors working or not working when Physical Space Features is disabled - logically it sounds like they would be but in practice I notice the headset still does use some physical space features like floor level regardless of the option toggled on/off so its possible Spatial Anchors might still be working. Has anyone found a definitive answer on this? Thank you!
Our app was recently accepted for App Lab store, and now the users report that Casting functionality is unavailable in the app.When app is installed on device in developer mode, casting does work properly. But for the app installed from the store on Quest 3, it says "Casting/Livestreaming not available". And I'm not able to find any information about enabling / allowing casting when publishing the app. What could be the issue or the reason of disabled casting functionality?
Note: I'm an experienced LAMP stack developer but new to horizon OS, VR and 3d rendering in general.Howdy,I recently brought a quest 3 and have been playing around with World Desktop Editor. There are a couple of issues I have found I would like to raise.Firstly I spent about an hour trying to update a simple text gizmo with dynamic text from typescript. The steps I took for this to happen is simple:Add text gizmoSet the text in the EditorCreate a script and attach it to the entityImplement the relevant code neededStart your world trigger the action for the text to change - it never does.I added logging and restarted the editor several times pulling my hair out, in the end I deleted the text gizmo and created another 'without' setting the text in the editor and made it all dynamic from the script. I shouldn't have needed to do this, it should just work transparently.Another issue I have found is when you try and group components/entities, it will change the coordinates to be centred ar
Hi there!We've encountered a strange bug in our Unity build where some scene objects appear with a yellow overlay when running on Meta Quest 3 or 3S devices. This issue does not occur on the Meta Quest 2. The bug appears intermittently—sometimes, after restarting the application, the objects display the correct colors, while other times, the yellow overlay returns. What do you think this could be the problem with? Please let us know if you need more information.Unity Version: 6000.0.51f1SDK: Open XR v1.14.3Devices: Can be reproduced on the Meta Quest 3/3S, can not be reproduced on Meta Quest 2Graphics API: OpenGLES3
Hello everyone,I'm currently stuck on implementing a player teleportation feature for a Meta Quest 3 application in Unity and would greatly appreciate any help from experienced developers. What I want to achieveI want to control the player's position in the VR space. Specifically, I need two main functions:Prohibit player movement at certain times.Programmatically force the player to move to a specific coordinate and orientation (a "teleport"). The ProblemI'm unsure of the best practice to achieve this. My attempts have led to issues like the player's position not updating correctly or conflicts with the CharacterController. I want to know if there is a standard, reliable function or method provided by the official SDKs to handle this, which correctly manages the camera offset and physics interactions. What I've tried (from my development log)Initially, I tried to directly modify the position using a custom script, but I suspected a conflict with the CharacterController.
Meta needs the ability to password protect account owner profiles from other family/child profiles.Meta needs to add the ability for casting to other family/chuld profiles. Both increase child protections and increase the ability for parents or caregivers to participate/see children in-game.Love the parental control capabilities otherwise.
Platform: Meta Quest 3 Unity Version: 6.0.37Meta SDK Version: 76.0.0 (com.meta.xr.sdk.core) XR Backend: OpenXR Rendering: URP Issue Type: UI / Overlay behavior after suspend-resume cycle :question_mark:Problem: I'm using `OVROverlayCanvas` to render a UI overlay in VR, which works fine initially. However, after the user **suspends the device (sleep mode) and resumes**, the overlay behaves incorrectly: - The UI appears to **move with the user’s view** or “sticks to the face”.- Even though the canvas GameObject retains its original transform, the overlay seems to be rendered in a wrong reference frame. --- :white_heavy_check_mark: What I’ve already tried: - Called `SetFrameDirty()` and `UpdateOverlaySettings()` on resume (`OnApplicationFocus`, `OnApplicationPause`).- Restored original `transform.position` and `rotation`.- Avoided `SetActive(false)`.- Reparented temporarily to force matr
Does the Meta SDK v77 still support OneGrabRotateTransformer? If yes, how should I properly reset it?In my case, when I rotate a door using OneGrabRotateTransformer and leave it open, then click a 'Restart' button that resets the door's rotation to its initial state, the door doesn't behave correctly when I try to interact with it again. It doesn't rotate the same way as it did the first time. How can I fully reset the transformer and allow the door to be grabbed and rotated as expected?
Hi, I've just been through the lobby tutorial (Meta Developers) and found the following invalid snippet:(this.props.matchSpawnPoint as any).as(hz.SpawnPointGizmo).teleportPlayer(enteredBy);It should be:(this.props.matchSpawnPoint as any).as(hz.SpawnPointGizmo).teleportPlayer(player);Also on the same page there is a step to add a single property however in the screenshot you add both properties this could be a little confusing for someone new when they only add the property like asked.
I'm finding loads of guides for how to get passthrough working on a standalone android build, but what about when running on windows and connecting via a link cable? Is this possible? I haven't been able to get this working on either OpenXR Meta or Meta XR SDK. I understand there might be some security thing preventing the headset from streaming its camera output to a PC... in that case, can I at least call some API to put the headset into passthrough mode so that just the user in the headset sees through the cameras, and not stream this data to the PC? Would like to be able to programmatically allow the user to see through the cameras for a few seconds, and then put them back into the unity scene again Best,Fred
Why the heck is Intel Arc not supported?? I want a refund, I want to give back my Quest 2 as the App doesn´t support Intel Arc!! Meta, we NEED Intel Arc GPU support, NOW!!! 😠Just give us the **bleep** support for Intel GPUs and Im happy! OK??
I made a app, with simple Multiplayer. Server starts session, client joins session. Server and client see each other on chosen level. Standalone full VR (no MR, no anchors).It realized via EOS + Oculus Online Subsystem.The question is: Is it possible, make same behavior (data exchange) without internet connection, if 2 Quest 3 in physical proximity?OR via LAN (both Q3 connected to same LAN)
I just updated my MRUK package from 69 to 77, and now MRUK.LoadSceneFromDevice() doesn't work. It instead logs an error:Error Unity [XR] [OpenXR Meta] xrLocateSpace failed with result XR_ERROR_HANDLE_INVALIDError Unity [XR] [OpenXR Meta] [AnchorProvider] xrLocateSpace request failed with error: XR_ERROR_HANDLE_INVALIDI am using the Meta OpenXR plugin.Note that the MRUK MonoBehaviour's checkbox "Load Scene On Startup" does still work. But the problem with this fallback is after my app launches Space Setup and the user completes it, then returns to my app, the new room the user created will not be available. So the user will have to restart my app.
I've developed an application named "mirror_ball" for Quest/Quest 2 using the Oculus SDK and NDK. When I run it from the Android Studio debugger (click the right pointing green arrow) all I see on the headset is a black screen with 3 white dots. When I look at the Logcat output, I see the following near the end:01-18 18:03:09.425 4986 5020 E mirror_ball: [18:03:09.425][Error ] VkResult failure [-13]01-18 18:03:09.425 4986 5020 E mirror_ball: Origin: vkCreateGraphicsPipelines(m_vkDevice, VK_NULL_HANDLE, 1, &pipeInfo, nullptr, &pipe)01-18 18:03:09.425 4986 5020 E mirror_ball: Source: ../../../../graphicsplugin_vulkan.cpp:959A VkResult value of -13 according to vulkan_core.h equates to VK_ERROR_UNKNOWN.According to the Khronos vulkan specification this is not a valid return code from this function. From https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/vkCreateGraphicsPipelines.html:Return CodesOn success, this command returnsVK_SUCCESSVK_PIPELINE_COMPILE_REQUIRED_
I am keeping my left hand almost completely still here in the video demo below, but something pushes the left hand or the menu away when I get the right hand near the other hand/ menu (hard to tell if tracking issue due to other hand being near left hand vs hand interacting with menu or menu item colliders or rigibodies. Video of error in demoVideo of unity project setup I have an empty gameobject called 'menu-hand_attatcher' with this script on:using System.Collections; using System.Linq; using UnityEngine; using Oculus.Interaction; // for OVRHand & OVRSkeleton public class AttachMenuToHand : MonoBehaviour { [Tooltip("The disabled Canvas or prefab you want to spawn")] public GameObject menuPrefab; // assign your menu_0 prefab here [Tooltip("Which bone/joint to anchor the menu to")] public OVRSkeleton.BoneId anchorJoint = OVRSkeleton.BoneId.Hand_WristRoot; [Tooltip("Offset from that joint in metres")] public Vector3 localOffset = new Vector3(
I don't know how long the update was but it was working before the update and now it's not working.Normally I open unity and as long as I have quest link open on the headset and on my pc, clicking play in unity will launch the passthrough app preview on my headset.Now, when I go to launch link on the headset, it begins the colourful loading screen animation and then after a moment says "headset/pc disconnected - please disconnect and disconnect your headset" (or similar.Even though the desktop app shows the header as connective and active, and the quest home settings menu preview shows link as active.
Using the Meta Avatars SDK my players avatars are turning out like this when we see each other in my app. Is there any way to fix this?
Welcome to our new Developer Forums! The upgrade to our new forum software is now complete, and everything should be working properly on a technical level. Over the next week or so we'll be making other changes to things like the design, layout, and categories of the forums as well. This will also include changes to the forum categories and organization, and will include archiving some of the old content—while older conversations will remain accessible, new replies will no longer be allowed, and new conversations will need to be started in the new categories. We're excited about the cool stuff we have planned for this forum, and we can't wait to roll it out to you. Stay tuned!
As my fellow community manager klburns posted on the Quest Forums here, The Meta Developer Forums will be undergoing a major platform upgrade! This change should improve both the performance of the forums as well as the UX, making the forums easier to use and to operate. For convenience, I'll include the key elements of the other thread here as well: What to Expect: Starting at 6 am PDT on July 9: the community will be down for a few hours while we perform the upgrade. We apologize for any inconvenience this may cause and appreciate your patience. After the upgrade is complete, the community will be in read-only mode for a few more hours while we ensure everything is working smoothly. During this time, you will be able to read existing content, but you won't be able to post new comments or create new threads. Once the read-only period is over, the community will be fully functional again, and you'll be able to enjoy all the benefits of the upgrade. Community Structure
I am running into issues with Judder when using OVR Overlays. I can't seem to repro it in the sample project, and I've tried to narrow it down by ensuring my actual project and the sample project are as close as I can get them.I'm rendering to a render texture from a camera. The OVR Overlay is not attached to the user's head in any way, and the camera I'm using to render to the texture is also not attached to the head. I'm wondering if there's some setting I'm missing that might cause pretty awful judder. Has anyone else experienced this and have a fix? I tried updating to the latest SDK, but no dice there.I'm on Unity 2021.3.21f1 and using the Oculus Integration v55 package. Oh and I'm on URP.
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