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Probably missing something obvious, but is that a way to see what the current boundary is set to; room scale or stationary? Thanks.
I'm developing a Unity VR application using the now-deprecated Oculus Integration SDK. When I built the app and launched it in a Quest 2, the Unity runtime was running but did not follow/track the rotation/position of the device. Controllers could also not interact with the runtime. Pressing the button to summon the system overlay does nothing. Briefly putting the Quest 2 to sleep and waking it resolves the problem. This only happens when launching after build, I did not observe this problem occurring when launching from the menu.When I checked the Android logcat I see a warning message from the MemoryBrokerClient, which statesHeadTracker: failed to remap HEAD_TRACKER: getSharedMemoryFileDescriptor (Status(-1, EX_SECURITY): 'missing runtime permission(s)')This warning message only shows up when this behavior is observed. The device had 1500+ MB of free memory when this happens so I don't suspect it being caused by a leak.Stereo rendering mode is set to Multiview. GLES Low Overhead, Vul
first imagesecond imageMy Setup:The server runs on port 9000 inside WSL2. Inside WSL: the IP is 172.26.200.7 (from ip addr). My Windows host IP (Wi-Fi) is 192.168.2.251. From WSL, the server is started What I Tried: 1.Set up Windows port forwarding: netsh interface portproxy add v4tov4 listenport=9000 listenaddress=0.0.0.0 connectport=9000 connectaddress=172.26.200.7 2. Opened the firewall: netsh advfirewall firewall add rule name="WSL Server 9000" dir=in action=allow protocol=TCP localport=9000 Tried accessing via browser for testing: (first image) The Problem:When I enter the IP and port in the Quest 3 browser, the page says Blocked (first image) . Everything works fine when tested locally from the Windows browser or via curl in WSL.(second image) What I’m Looking For:Did I miss something in the WSL ↔ Windows ↔ external network setup? Are there known limitations with Meta Quest 3 browser accessi
Hi all, When I play my application in VR Unreal engine editor all is fine but when I side load the APK into my headset: The player is rotated 180 degreesA few feet offset from the starting position Simply rotating player or changing starting player methods in UE dont seem to help. Any ideas?Thank you
Hi,I'm having issues getting the voice SDK to work in Unreal 5.5 packaged (dev and shipping) builds.In editor, everything works fine, but when I package, there is no recognition whatsoever.It looks to initialise fine with following log: LogWit: Display: BeginPlay: Connection Startedbut when I press the button to actually start the recognition (which works in editor), I get following log: VoiceCapture - Stop: voice capture ptr is not valid. Make sure it is setup correctlySetup looks to be fine according to the (limited) documentation, and the fact it works in editor makes me believe setup should be ok.Anyone having same/similar issue or knows a way to fix this?
Hello, I am using consume_entitlement endpoint for my consumable IAP. I have been testing with my "Test User" account on my Meta Quest 2 and since yesterday my server has been receiving 500 Internal Server Error with this response from Meta's endpoint:{ "error": { "message": "An unexpected error has occurred. Please retry your request later.", "type": "OAuthException", "is_transient": true, "code": 2, "fbtrace_id": "##--######_######" } }so far I haven't noticed any error in my production server but this is happening in my local testing. Please note that my local server is able to run "verify_entitlement" endpoint correctly and returns accurate JSON with `success` and `grant_time` key but after which it fails to consume the entitlement.here is the screenshot from postman:
After Version77 update we started to have this issue: When unreal app 5.3 is started and then exited from the ingame menu's or web app menus then we get black screen and user remains stuck there. App does not close completely and goes back to oculus home area. Issue occurs from experience inbuilt menus but not occurring when the close is done from oculus overlay. Here is note from our developer:"When the Core app is closed, it is actually completely closed by the system. However for some reason Meta fails to completely bring the previous app [oculus home] to the foreground. Clicking around (e.g. opening the list of apps on the Meta UI) wakes it up and brings back the user to the Oculus home.Possibly the bug happens when:We have a 2D foreground app (web app that launches unreal apps) starts another 3D app (VR Unreal app)then removing the 3D app (VR experience) from the stack causes this." We haven't observed this issue on v76. We are facing this issue on
Hello there, I just wanted to post a suggestion for you guys to please consider adapting the breathable face interface for the quest 3s to the quest 3, as someone who wears glasses one of my best options is the open face interface and it looks stupid, would love to see the breathable face interface adapted to the quest 3.
TL;DRI can launch my Quest 3 app from the browser with destination_api_name=delete_circle_new, but deeplink_message is ignored — the app always receives the literal message string set in the Meta dashboard. I’d love to know if runtime substitution is supported (and if so, what I’m missing).Use-caseApp: ArcGlyph – single-player MR sandbox where users place “circles” (anchors).Desired flow: On the companion web page I list a user’s circles. Next to each one is Delete → clicking it should:Launch (or foreground) ArcGlyph,Pass the specific circle ID in deeplink_message,Inside OnDeeplinkReceived() I call DeleteCircle(id) and show toast confirmation.Everything is local-only: no friend invites, no social flow, no server-side state change.Timeline of what we actually tried# Approach Result 1Static oculus:// URI in Quest Browser: oculus://{app_id}?deeplink_message=42Opens my store listing; OnDeeplinkReceived() never fires.2Template-based deep links (/{app-id}/custom_update with type DEEPLINK)API
EDIT 7/2/2025:Solved by moving the function call UAudioCaptureAndroid::AndroidAskPermission();from BeginPlay of an actor on app launch, to a more appropriate time. An artifact from a junior developer years ago that only started causing a serious problem in recent weeks for some reason.Hello,Our app recently started getting some odd behaviour with the window '[App] isn't responding' popping up. There are two options: 'Close app' and 'Wait'. If you click 'Wait' it pops up again a few seconds later. This doesn't stop happening.The app is built for both Quest 2 and Quest 3, and this only happens on Quest 3. Apart from some frame rate drops while loading levels, the app runs fine on Quest 3 and has a smooth framerate. So It's difficult to put this on a performance problem.The UE5 version is 5.3.2 source built from the Oculus fork commit# 6660f12. The Quest 3 is fully up to date. I am really hoping that the Quest 3 does not expec
Why is my ghost hand in 2d? Can someone guide me?
Hello everyone, I have a passthrough scene with depth api and some items set up correctly. I have implemented a debug floating dialog that logs messages from the multiplayer code i wrote. I have Photon matchmaking setup which appears to function (When one user moves an item, the movement is passed to the other player). It is supposed to be a 2 player experience. The issue comes in the alignment of content: I have code that,before colocation session sharing starts (which happens successfully) creates a spatial anchor, puts it under a group uuid, sets the colocation session uuid to that same guuid, and starts broadcasting. When player 2 connects, an alignment process is supposed to start, with the first step being the localization of the unbound anchor: This is the part i'm failing at. Anchor localization fails, and the guuid i receive seems to be correct. Problem is, i don't have my head wrapped around what "Localizing an unbound anchor" means exactly, so i'm not sure h
I'm a student trying to develop an Unreal VR project for my graduate thesis.I have set up my maps in UE 5.4.4, everything goes well when I run my maps in Oculus 3S through OpenXR plugins. But the rendering went wrong when I use MetaXR, some of the VR world ground are blank and while turning around the blank will flash. (as the pic shown below)I need to build interaction through hand tracking so apparently I got to use MetaXR plugins.Just can't figure out how to fix this problem (I'm actually just a Unreal & VR newbie😭), hope someone can help~Big big thanks!!!!!!!My hardware system:AMD Ryzen 7 7700 3.8G 65WMSI RTX5070 12G Gaming TrioMicron Crucial PRO DDR5 5600 32GBKingston NV3 1TB Gen4 PCIe SSDHMD: Oculus 3S (with USB 3.2 cable link)I have set the system setting as below:[/Script/OculusXRHMD.OculusXRHMDRuntimeSettings]SystemSplashBackground=BlackbAutoEnabled=False!SplashDescs=__ClearArray__XrApi=OVRPluginOpenXRColorSpace=P3ControllerPoseAlignment=DefaultbThumbstickDpadEmulati
04/06/25 Updated and it still doesn't do anything, it just says the feature is not available in your country (Argentina). I can only take photos and videos, nothing else.Two updates ago I could translate in real time, ask Meta and receive answers and much more, the only thing that didn't work was the environmental recognition.While all AI lenses are evolving very rapidly, Rayban and Meta are going backwards and removing more and more features (Argentina), instead of improving and adding. Meta should already be working without limitations worldwide, as it happens in the USA or EU.Instead of restricting features in many countries, open up all the features to everyone and start adding more languages. That way, you can sell a lot more glasses around the world!It's a shame the mistreatment of the customer who trusted and bought Rayban and Meta and was deceived by the Rayban seller at Tienda Inglesa Madrid. Totally disappointed!!!! Stop removing features when the world improves and add
soy un principiante en el desarrollo de vr, quiero su apoyo del tutor en el desarrollo del simuladorinteresados escribir al numero: +59**** [Mod edit: protecting your privacy, we removed all sensitive information.]
My quest 3s is lagging when i connect with virtual dektop or steam link an idk why I can’t use air link or with cable
Hi, I'm new to development, so maybe my problem is too simple. But still, thanks in advance for any recommendations! I'm trying to create a very simple AR app for Meta Quest 3, following the official instructions on Meta's website. However, the result so far leaves much to be desired. My goal is to fix an object from a prefab onto a table in the real room. Later, I also plan to add UI buttons to the object to enable interactions — but that comes later. I'm using Unity version 6000.1.6f1. I’ve installed the Meta All-in-One SDK (v77) and decided to start by using the provided Building Blocks. I also installed the OpenXR plugin, as recommended. In Player Settings, under Active Input Handling, I selected Input System Package. In XR Plug-in Management, I selected OpenXR > Meta XR Feature Group.Under OpenXR settings, in Enable Interaction Profiles, I selected: Oculus Touch Controller, Meta Quest Touch Pro Controller and Plus Controller Profile. In OpenXR Feat
Hey folks! Hoping someone here has run into this and can help. I’m working with Fusion and Shared Spatial Anchors for a colocation setup, and I’ve hit a pretty frustrating issue. Basically, when the device that creates the session and shares the anchor leaves the session (whether by closing the app, handing the headset to someone else, or reconnecting after a drop), things fall apart: When it reconnects, it loses master status and no longer has StateAuthority. On top of that, it can’t retrieve the anchor it originally shared. This ends up breaking the whole colocation, with everyone’s positions shifting way off from where they should be. Has anyone found a good way to handle this scenario? Ideally I’d like the original anchor to persist and still be usable even if the original device drops and rejoins. Thanks in advance!
Hi there,I'm currently working on creating a local multiplayer XR experience that involves both portal effects (using a custom stencil shader) and DepthAPI to allow players to see each other in a shared space.I've managed to get DepthAPI and the stencil shader to work individually, but I can't figure out how to combine them.The main issue is that DepthAPI, which uses the depth sensor of the Meta Quest 3, recognizes physical walls around players and prevents pixels of objects that are virtually further from the headset than the walls from being drawn. So, while the portal stencil works, it can't render the "outside" of the room.Do you have any ideas on how to deal with this? I'm not skilled enough in shaders to resolve it on my own.Here some screenshots of my current progress :
Hi there,We have a VR project, which requires us to use 20-40 Quest 2s and a mobile hotspot device for a local network. Our project consists of several .apk files installed into our devices, and we use MQDH to send adb scripts so we can launch them or return home, using the Local Network the hotspot device provides. The apps need to launch simultaneously or with minimal lag.However, MQDH requires a USB connection to turn on adb-over-wifi, and also if the connection is lost somehow, we need to re-establish it, not so reliable.How can we overcome this? We just need a local network with several Quest 2s and a computer/tablet/phone to launch apps wirelessly. I know there are some apps for that but they require us rooting the devices, which we do not want. Any help? Thanks.
Hey, I am trying to make a shooting range application, and I wish for the weapon in the game to be in the place of the controller. I don't have a beefy computer and meet the bare minimum, and this was the only way I code for Quest 3 at the moment, which is through the Meta Spatial SDK. I see in the spatial Editor there is an AvatarBody Component that allows you to attach things to it, but I am reading that it allows you to use it in the sense of making your own Playable Avatar and using that to attach things to your avatar. there are no samples out there yet anyone figured out how to replace the controller model with another object yet
Hello all, After updating to the latest version of the Meta XR SDK I saw an issue with the Left hand GrabInteractor. The "SelectedInteractable" value is always null, even when I am grabbing something (I can see it move with my hand both in the simulator and on the Quest3). The Right hand GrabInteractor works as expected. Steps to reproduce: Add all necessary building blocks for grab interactables, then add a GrabInteractable anywhere in the scene. Set Inspector to "Debug" mode and keep track of the LeftController > ControllerInteractor > GrabInteractor component. While the "Candidate" and the "Interactable" fields are updated, the "SelectedInteractable" is always null. I did not have this issue before updating and would like to know if there's any solution to this or if I have to roll back to the previous version somehow. Thank you in advance.
Hello developers, I'm encountering an issue with Shared Spatial Anchors in my Meta Quest Unity project. The save and share process seems to work fine, but loading fails with error code -1006. My implementation steps: 1. First, I save the anchor and share it:// Save anchorvar saveResult = await anchor.SaveAnchorAsync(); // Share with users - this works successfullyOVRSpatialAnchor.ShareAsync(anchors, users).ContinueWith(OnShareCompleted, anchors); private void OnShareCompleted(OVRSpatialAnchor.OperationResult result, IEnumerable<OVRSpatialAnchor> anchors){ if (result != OVRSpatialAnchor.OperationResult.Success) { return; } // Success callback is properly triggered}2. Then when trying to load: var unboundAnchors = new List<OVRSpatialAnchor.UnboundAnchor>();var uuids = new List<Guid> { mainAnchorUUID }; &n
Is there any API info, documentation, or code samples regarding access to the passthrough camera api in WebXR as per the Meta Browser 38.2 Release notes? I am assuming this is to allow access the the front facing cameras as a texture available to use in AI models or for other purposes using the passthrough camera api (not as a background like traditional AR, but allowing javascript access to the actual data from the camera stream, which would be new to Quest WebXR and very powerful!)Browser 38.2 The 38.2 release contains the following:Experimental features (not available to all users):Passthrough Camera: Added initial support for passthrough camera
I've been trying to download MQDH for the past hour, and whenever I confirm my download, It shows this:Can anyone help? I'm trying to download It for windows.Thanks.
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