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Hello,This is regarding my Meta Quest 3. I'm trying to learn a new dance choreography. While practicing the steps, I rotate and take small steps in circles. Unfortunately, the video remains fixed in passthrough. I need it to be pinned to one side of the AR field of view, so I can see my surroundings while still following the dance instructor.This feature is essential for me, as having a fixed screen defeats the purpose of AR on any Quest device. I already have fixed screens : my monitor, TV, tablet, phone, etc.I also need my hands to be free, so holding the screen virtually with the controllers doesn't work. It’s not a practical solution : I could just use my phone or tablet for that.I'm wondering why this hasn’t been implemented yet. I’ve owned the Quest 1, 2, and 3, and this option is still missing.Thank you.
I am working on a MR application. Whenever I attempt to upload to the production channel I get this error:This APK includes the feature, `com.oculus.experimental.enabled`, which is not allowed. Please remove it from AndroidManifest.xml and retry.I have removed the line "<uses-feature android:name="com.oculus.experimental.enabled" android:required="true" />" from the manifest, yet the issue persists. Here is my entire manifest:<?xml version="1.0" encoding="utf-8" standalone="no"?><manifest xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:installLocation="auto"> <application android:label="@string/app_name" android:icon="@mipmap/app_icon" android:allowBackup="false"> <activity android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:configChanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|to
I was welcomed onboard as a Horizon Partner last week, but I have not been given any options for in world purchases in creator tools, or options for clothing creation. Has anyone else had this problem?
If you having issues with the snap interactor in Unity, even with the quick action when you selection 'distant object grab'. It setups up the file correctly but if transfer of second object (Grabble Component) is not enabled, then it wont work properly. Helps this helps someone.
Hello everyone, We're running into an issue with one of our apps that we developed and rolled out to Quest Pro devices.This app is a training for medical personnel and uses the microphone to speak to virtual characters.The app works fine on most Quest devices. However, and error occurs when our app tries to record audio in specific circumstances. One of our clients uses the app on Meta Quest Pro headsets, which are being managed via Horizon Managed Services.When a student uses the app they sometimes get support from an examiner who uses the casting functionality in Horizon Managed Services to help the student. When our app is running on the Meta Quest Pro headset, and the examiner starts streaming the headset to the browser, an error occurs in the app.The method Microphone.Start() is called within Unity to start recording when the student holds down one of the triggers on the Quest controllers.When the student does this while using the app on a Meta Quest Pro headse
Hi, We’re shipping a Unity app on Meta-OpenXR 2.1 and would like to let usersswitch from *Stationary* to *Room-Scale* without leaving the app. - `OVRBoundary.RequestBoundarySetup()` solves it on the Oculus XR Plugin path, but no equivalent exists on the OpenXR provider. Questions:1. Can you confirm there is currently no OpenXR API to invoke the “Define Play Area” wizard?2. Is Meta planning to expose a `BoundarySetup` extension in future releases?3. What workflow do you recommend to stay 100 % OpenXR (e.g. Boundary Visibility + on-screen guidance)? Thanks!
About 80% of the time, Pausing / Resuming my application results in the runtime:- Failing to send a XR_TYPE_EVENT_DATA_SESSION_STATE_CHANGED event- The application thinking it's still VISIBLE not FOCUSED and not simulating / accepting input- The system menu button becoming unresponsiveThis leaves the headset in a broken state where the game renders, the menu is closed, and all inputs are ignored. It can only be fixed by:- restarting the headset- tapping the headset to force it into passthrough, which restores controller input, at which point the application can be reliably resumed via the Resume button in the system menuI have observed this bug across multiple headsets on an identical codebase, it was not present in previous OS versions, appeared on one headset as it updated, and now has appeared on another headset as it has updated.There are no mitigations available for this bug, the application cannot proactively query session state to mitigate the runtime dropping the event, xrPollE
Hello!I'm experiencing Issues while trying to make a Gorilla Tag Fangame. I cannot Update my Android SDK to 32 because It bugs out and minimises Unity. I've tried Installing the Depreciated Oculus Internigration, but It only fixed 1 error. The singular Error Message Reads as following:"Android Target SDK version is 31, but should be 32 or greater (targetSdkVersion in AndroidManifest.xml)."The Unity version Is 2021.3.32f1
I'm looking for an in-depth understanding of Quest 2 controller tracking and differences between 72hz and 90hz headset refresh rate. Does the controller actually track any differently between these two settings? My understanding is the controller tracks at 60 frames per second, so does that mean there is no difference in the quality of controller tracking between the 72 and 90hz settings? I'm using a low pass filter on the controller speed and I can definitely feel that when my app is set to 90hz, I get higher speed readings on the controller vs 72hz. Any insight here would be appreciated, thanks.
Hi everyone.I'm planning to use a Meta HMD, probably the Quest Pro, together with an Arduino Uno. The Quest will run a VR application made in Unity and the Arduino will control custom hardware used for input / output. Normally, I would just connect the Arduino to the PC running the Unity application via USB, but since the Quest Pro will run the application directly on the HMD, that won't be possible.I was wondering if there was any way to establish a serial (or some other type of) connection between the Arduino and the HMD. Wireless connections (e.g. via Wi-Fi or Bluetooth) are pretty much off the table, because latency should be kept as low as possible (about ~10ms max).Has anyone done this before? Any help would be much appreciated! Thanks in advance!Max
To whom it may concern,I’ve been a passionate user of Instagram since around 2015. Over the years, I’ve shared countless memories—photos, videos, stories—and as I’ve grown, my life has changed dramatically, as it does for many people.However, with this long history often comes a psychological burden. As relationships evolve, friendships fade, or personal values shift, the digital traces of one’s past can become emotionally overwhelming. I often find myself wanting to leave the platform entirely—not because I dislike Instagram, but because the past feels too heavy to carry on in my current account.This isn’t just a personal struggle. Many people in their 20s and 30s close their accounts and start new ones, sometimes due to breakups, marriage, career changes, or simply a need for a fresh digital identity. Unfortunately, this means they lose years of memories or have to go through a tedious process of backing up content manually.That’s why I’d like to propose a new feature: a one-time “Cl
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
Hello! For my project I want to add ray cast to OVR eye gaze and log down the gameobject my eyes are lookin at.But I have a problem with Ray cast. Now I added a RayInteractor and set its origin to OVR eye gaze object (which i set tracking mode to be head space). The ray is rotating in the way I expected, but its origin is always in world center. If i change the eye gaze object to be world space or tracking space, the origin of ray would be my eye position instead of world center; but the ray would disappear or go out of vision after my head rotate to an angle > 45 degrees.Another thing is, how can I retrive the interactable that my eye gaze is colliding with?
IAP. GetViewerPurchases() cannot enter callback method on the client side. I logged the debugging, but not only did I not enter the callback, but the client did not even regain focus. I want to know if this is a problem with my program or the client system
Hi, I see a paradox here... Apparently, devices enrolled on HMS cannot rely on Space Setup.What does this mean? No mixed Reality?Thank you.GL
I'm using the Aframe library to program a Meta Quest 2 using html and javascript. I used a usb cable from my windows PC to the headset to preload a video file on to the headset's Internal shared storage, into the preexisting Movies folder: "Movies/my_video_file.webm". I tried this in html: <video id="my_video_id" src="Movies/my_video_file.webm">But this gives me an http 404 not found error. And in tried it with "file://" but this gives me "...not allowed".Is there a way for me to set the src attribute so that it accesses that video file stored locally?Or is there any other way to store a video file locally and access it via Aframe so that I don't have to download it from the web server?Example: when running on a desktop browser I use something like this:var dirHandle = await window.showDirectoryPicker();to get the user to allow access to the PC directory where my video file is stored. But this doesn't seem t
## Summary:Hello everyone, I'm a Junior Developer trying to understand what is happening here as I have never used Unreal Engine before. Somehow, there is a VR build made for Leap Motion sensors that allows me to use Oculus native hand tracking via Quest Link, but it seems that the only pc that allows this to happen is mine, while the other 5 or 6 pcs we have tried this simply just won't let the hand tracking work. ## Details:First of all, we are building VR simulators at the company I'm currently working, we mainly use Unreal Engine with Oculus and Vive for displays, and Leap Motion sensors for hand tracking. We have never build an VR app with Unreal Engine that uses Meta's native hand tracking, I was testing a Build that only has the Ultraleap Tracking Plugin version 4.11.0 And then somehow, I was able to use the hand tracking from a Meta Quest 3 headset without connecting a Leap Motion sensor. My coworkers claim that this has never worked before for
Hi. I have been using Meta Avatars SDK (v35.2) and Meta Packages (core, interaction etc v72) with Unity 6 and URP. In editor everything seem to work ok, but when i try to build there is no rendering of any avatar. The log files are pretty much the same. The same happens with all Configuration Files given, and even if i create my own configuration files with lit shaders, again no render. Has anyone seen this error?
I'm using SnapInteractor to snap object to another , and how can i use it in multiplayer with netcode ? How to let all clients see that object is snapped to another ? So far the object just move with network transform ? What is the method to call with ClientRpc to let all clients snap object to another ?
Hello everyone. I created a test user in the Developer Panel and was trying to add the user as a new profile in my Quest 2 so I could test my game internally. I tried adding a new profile directly through Quest, but it sends a confirmation code to the email, so that doesn't work. I then tried following the paths explained here: https://communityforums.atmeta.com/t5/General-VR-MR-Development/Email-verification-sent-to-test-account/m-p/1253773 but I can't add a new profile in MQDH, because every time I enter the screen, it says “Bluetooth is not ready” and I can't click on the button. I'm not sure what to do to fix this problem. I'm connected to my Quest via cable (on a Windows 10 PC) and I can start the game from the MQDH. I've already reinstalled MQDH, restarted my PC and Quest and also tried connecting the Quest to my phone and, although it worked, the message didn't go away. Does anyone have any idea how I can solve this?The image above is what is shown when I hover ov
After creating multiple test accounts and using these to test our games for over a year, we are suddenly facing a strange process that we cannot figure out how to solve.When you as a developer create test accounts, you can set the prefix, password and pin. Before you could always sign into an account by inputting a code in meta.com/device The issue now is that when you try to add another profile, a test account in this case, it send a link the user needs to confirm. How are we supposed to accept a link sent to a test email?
LogDebuggerCommands: Repeating last play command: VR预览LogPlayLevel: PlayLevel: No blueprints needed recompilingLogHMD: Initializing OVRPlugin sessionLogOculusPluginWrapper: Warning: wrapper already initializedLogOVRPlugin: Display: CompositorOpenXR::PreInitialize(activity = 0000000000000000, apiType = 0, preinitializeFlags=0x10)LogOVRPlugin: Display: Support Non-Oculus runtime: NOLogOVRPlugin: Display: -- Set xrGetInstanceProcAddr to OpenXR LoaderLogOVRPlugin: Display: Warning: xrGetInstanceProcAddr has already been setLogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_RUNTIME_UNAVAILABLE]: xrEnumerateInstanceExtensionProperties(layerName, 0, &instanceExtensionCount, nullptr), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:520 (arvr\projects\integrations\OVRPlugin\Src\Util/CompositorOpenXR.h:350)LogOVRPlugin: Display: Unavailable OpenXR extension: XR_KHR_vulkan_enableLogOVRPlugin: Display: Unavailable OpenXR extension: XR_KHR_D3D11_enableLogOVRPlugin: Display: Unav
LogDebuggerCommands: Repeating last play command: VR预览LogPlayLevel: PlayLevel: No blueprints needed recompilingLogHMD: Initializing OVRPlugin sessionLogOculusPluginWrapper: Warning: wrapper already initializedLogOVRPlugin: Display: CompositorOpenXR::PreInitialize(activity = 0000000000000000, apiType = 0, preinitializeFlags=0x10)LogOVRPlugin: Display: Support Non-Oculus runtime: NOLogOVRPlugin: Display: -- Set xrGetInstanceProcAddr to OpenXR LoaderLogOVRPlugin: Display: Warning: xrGetInstanceProcAddr has already been setLogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_RUNTIME_UNAVAILABLE]: xrEnumerateInstanceExtensionProperties(layerName, 0, &instanceExtensionCount, nullptr), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:520 (arvr\projects\integrations\OVRPlugin\Src\Util/CompositorOpenXR.h:350)LogOVRPlugin: Display: Unavailable OpenXR extension: XR_KHR_vulkan_enableLogOVRPlugin: Display: Unavailable OpenXR extension: XR_KHR_D3D11_enableLogOVRPlugin: D
LogEOSSDK: LogEOSAuth: UserAuthGenerated: 登录完成: EOS_SuccessLogFab: 显示: 用户登录LogFab: 显示: 用户客户端 ID: xyza7891REBVsEqSJRRNXmlS7EQHM459LogEOSSDK: 警告: LogEOS: 从后端收到错误响应。ServiceName=[好友],OperationName=[GetBlockList],url=[<已编辑>],HttpStatus=[403],ErrorCode=[errors.com.epicgames.common.insufficient_scopes],NumericErrorCode=[1056],ErrorMessage=[访问范围不足。预期:[friends_list]], CorrId=[EOS-hJIqUkVNG0qVeThQ2TCdKw-pMTKWVs9kEeD5T9O0KCWmA]LogSlate:窗口“插件”被销毁LogSlate:窗口“插件”被销毁LogMetaXRSim:错误:无法解压缩文件。LogMetaXRSim:未安装 Meta XR 模拟器。安装 Meta XR 模拟器。LogMetaXRSim:错误:无法解压缩文件。LogMetaXRSim:未安装 Meta XR 模拟器。安装 Meta XR 模拟器。LogDerivedDataCache: C:/Users/aihi/AppData/Local/UnrealEngine/Common/DerivedDataCache: 维护在 +00:00:00.000 中结束,删除了 0 个文件,总大小为 0 MiB 和 0 个空文件夹。扫描了 1 个文件夹中的 0 个文件,总大小为 0 MiB。
I’m encountering five persistent errors related to Meta’s MetaXRAcousticSettingsEditor.cs script after upgrading to Unity 6.1 and Meta’s latest V74 SDK.In my screenshot, I’ve included:The installed Meta XR All-In-One SDKMy Meta XR Settings in PreferencesThe five specific errors Background: Previously, my project ran on Unity 2023.2 with V64 SDK, primarily as an OpenXR project. We initially had only one Meta package, which we weren’t using actively. Last week, we installed additional Meta XR packages, now fully compatible with OpenXR, as we aim to integrate new camera and input features into our multiplayer game. Issue: My lead programmer successfully upgraded everything, but strangely, he doesn’t encounter these errors—his setup runs without issues.We’ve triple-checked his committed changes.I’ve deleted and re-downloaded the project to ensure I’m working with the exact same version.Despite these steps, the errors persist only on my end. I would appreciate any insight in
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