Developer Forum [Archived]
Recently active
We recently discovered the Meta Quest Runtime Optimizer and were excited to try it - it really helped improve our app's performance initially.However, build errors suddenly appeared out of nowhere. Same project, same settings, everything identical to our working builds from the day before.Errors encountered:Duplicate libopenxr_loader.so conflicts during buildjava.lang.StackOverflowError in GradleAfter resolving build conflicts with pickFirst, app launched with sound only (stuck at loading screen)Attempted fixes:Added pickFirst rules in launcher Gradle template (fixed build, but app still broken)Removed and reimported Meta XR All-in-One SDK (no change)Solution: Removing the Meta Quest Runtime Optimizer plugin completely resolved all issues. Build succeeds and app runs normally again.Has anyone else experienced similar conflicts with the Runtime Optimizer? We really like this feature but this .Environment:Unity 2022.3.53f1Meta XR All-in-One SDK (for the utilities) 78.0.0Meta Quest Runtim
I was curious if there is a way to retrieve the distance the system ui appears from the headset when spawn. it would be nice if we could initially place our ui the same distance away for consistency
I am updating an existing Quest game to use the latest Oculus integration etc. The game runs fine for a minute or so and then the visuals of the game freeze on one frame and the following is repeated on the log. It appears that the game is still running fine in the background because I can hear sounds that suggest that it is running fine, besides the visuals.Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2329) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2330) fail 22 Invalid argument
I need to confirm with Oculus support the domains and ports that must be inspected at the SSL level to be able to except it in my company's Proxy configuration and be able to install and open the Oculus application on the PC
Hi everyone,I'm developing a VR project for the Meta Quest 3 using Unreal Engine 5.4.4 (official Epic branch, not Meta fork) with the Meta XR plugin v71. I'm running into an issue with controlling tone mapping and applying scene tints using post-process volumes.Issue Summary:I need a post-process volume to adjust tint for a specific area via color grading.I followed the official Meta documentation for tone mapping (link) and enabled r.Mobile.TonemapSubpass=1.Even after disabling all post-process volumes (including those attached to my VR pawn), the scene is still globally tone mapped. When I activate my custom post-process volume, the intended tint effect does not show up.Questions:Is there a reliable workflow for toggling tone mapping, or controlling post-process volume tints (e.g. Scene Color Tint, Color Grading LUT) in a localized area on Meta Quest 3 with Unreal Engine 5.4.4?Are there known engine/plugin bugs or limitations with tone mapping or post-process tint effects when using
This post is not a question as much as just general feedback after working with the SDK. I want to gage if other people have had a similar experience.I work on a multi user app that was built originally with half body avatars in mind but with Meta announcing that they would discontinue support for them, we had no choice but to migrate to full body. Our app is very versatile and covers a lot of different movement and sitting types so solving for each individually is not ideal. What I expected: All current VR hardware (with the exception of additional trackers) gives us three fundamental inputs on the position of the user: head + both hands. Logically, all of the avatar systems I have worked with up until this point take that into account. They take a head + two hand positions as input and voila the avatar is now in the right place in relation to the floor. In the case of a sitting avatar, you would probably input another location that defines where the avatars butt should be to sit
Not much detail here:https://developers.meta.com/horizon/reference/spatial-sdk/v0.7.0/root/com.meta.spatial.toolkit/body-joint/h-e-a-dIs it directly above where the spine meets the skull and behind the eyes? i.e. the "head atlas"? Is this a good pivot point for billboarding view screens?
Meta Oculus supports controllers and hands together.But I need to deny recogzite right hand (allow only controller) - I don't know how to do that!(I still needs left hand as hand)Sometimes if I use controller on right hand and freeze for couple seconds its unexpectedly autoswitch to hand recognition - that/s bad :(
Dear Meta Quest Team,I am writing to inquire about the availability of Ukrainian language support for the Meta Quest 3. As a user of this device, I have noted with regret that Ukrainian is not currently offered as a system language option.I have searched for potential workarounds or solutions to enable Ukrainian language functionality on my device but have been unsuccessful in finding any.Furthermore, as someone studying software development, I would like to express my strong interest in assisting with the development and implementation of Ukrainian language support for the Meta Quest platform. If there are opportunities for user contributions that align with my skills, such as linguistic testing, localization implementation, or providing technical insights, I would be eager to offer my help.I would be grateful if you could provide information on whether there are any plans to include Ukrainian language support in future software updates for the Meta Quest 3. If this feature is under c
Working with UE 5.3.2 I want to increase the MaxUObjectsInGame for an Android device.I already added a Project/Config/Android/DefaultAndroidEngine.ini where I set gc.MaxObjectsInGame and gc.MaxObjectsInProgram.I also looked into calling FUObjectArray::AllocateObjectPool() but I do not know if there is a correct time in my project to do that. The earliest time to do that that I can think of is GameInstance::Init which is too late, since UObjects were already created. It fails at check(ObjObjects.Num() == 0);.Thank you.
ContextUnity + Meta XR Building Blocks. I'm building an AR app (Passthrough + MR Utility Kit). I show a world-space UI dialog above an MRUK table (Canvas in world space, RectTransform placed at the table center + slight lift to sit on the surface -> all via script).SymptomWhenever I push the right controller thumbstick downward, the dialog appears to "jump" ~0.5 m up, and pushing again makes it jump back down. This happened both on the device and in the Simulator.What it actually isIt's not the dialog moving. Logging showed Camera.main.transform.position.y toggling between two values (1.047 <-> 1.547), while the dialog's world Y stayed constant.
Hi everyone, so I just got my meta quest 3, I want them to play on them but also on pcvr, the problem comes when I install the meta que link on my PC, and suddenly appears that my pc doesn't fulfill the minimum components to do PCVR, but here comes the weird thing my pc has a Ryzen 5 series 7000, an RTX 4050, 16 gb DDR5, and a 1TB storage, I have try everything, force oculus client to use my dedicated graphics card, not the integrated graphics, change some specifications on how does the graphics card interact with programs and games, y have change some settings so I could play No Mans Sky VR, by steam, but nothing works, the message keps appearing, my game goes like trash even tho I put the settings on low (standar), the debug tool its set on 200 to 300 mb of data transfer, I been trying leveling that up, but if I do that the game won't even start, games like the forest and half-life Alyx crash suddenly with barely 10 min gameplay..I just want to enjoy my oculus, but this is very
Hi,I have begun using the physical controller connection in the Meta XR simulator to test more complex controller gestures but have immediately run into issues.The forwarding server is running on the headset, and the simulator successfully connects, but the controllers do not move, and just sit at the origin motionless.If I restart the Unity editor, the physical controllers will work once, but the next time I enter play mode they will not work until the editor is again restarted. There are no error logs or other obvious reasons for this failure. I am on Unity 6000.0.55f1 using v77 of the Simulator and the Meta SDK.
Is there a maintained list of Meta UE source files (.cpp/.h) that hardcode Windows-style backslashes in file paths (e.g., path\filename instead of path/filename)? On macOS, those paths aren’t valid and have been breaking packaging/deployment (and sometimes Xcode builds) for me. I’ve confirmed at least two instances and suspect more. A complete inventory would let me verify whether this is the root cause of my Mac build/deploy failures and fix them efficiently.
I'm very new to this world and learning curve is real. I've been teaching myself Unity all summer for an art exhibit in two weeks where I plan to have this VR project. It's close, but I can't seem to get the controllers to interact with the UI Buttons and change scenes. I have four UI canvases (each with a UI button child) that will connect to the 4 different scenes. I started with Unity's XR Interaction Toolkit and switched to Meta Interaction and using Building blocks hoping it would simplify the process. I've read so many different ways to get the ray to change scenes, but so far it isn't working. At this point, I think I have too many components on my game objects so I'm not sure how to troubleshoot. On the one UI Canvas I'm testing, I have graphic raycaster, tracked device graphic raycaster, pointable canvas. On the UI Button I have a button component with OnClick set to the scene via SceneLoader script (which was working with mouseclick, but now its not), Pointabl
I am not able to see the text and buttons in my unity editor suddenly. Its not visible when i build too. what could be the reason?
Hello all,Is anyone else having trouble with the gaze click action when Input Forwarding from the MQDH Cast utility? I have disabled hand tracking and the controllers as per the documentation. All other input forwarding seems to work (right click-drag to look around, keyboard input, etc) but the gaze click is not working at all..Use case: remote testing of a Meta Quest 3 headset using the Cast utility in Meta Quest Developer Hub (MQDH)Thanks
Tomorrow I was proposed for a Meta XR Simulator (v78) update on Unity 2022.3.62f (Win11) but I get this error:[Meta XR Simulator Installer] Central Directory corrupt.UnityEngine.Debug:LogError (object)Meta.XR.Simulator.Editor.LogUtils:ReportError (string,string) (at ./Library/PackageCache/com.meta.xr.simulator@78.0.0/Editor/Utils/LogUtils.cs:40)Meta.XR.Simulator.Editor.LogUtils:DisplayDialogOrError (string,string,bool) (at ./Library/PackageCache/com.meta.xr.simulator@78.0.0/Editor/Utils/LogUtils.cs:50)Meta.XR.Simulator.Editor.Installer/<>c__DisplayClass12_0:<InstallXRSimulator>b__1 (string) (at ./Library/PackageCache/com.meta.xr.simulator@78.0.0/Editor/Installer.cs:90)Meta.XR.Simulator.Editor.Installer/<>c__DisplayClass14_0:<InstallXRSim>b__2 (string) (at ./Library/PackageCache/com.meta.xr.simulator@78.0.0/Editor/Installer.cs:122)Meta.XR.Simulator.Editor.Installer:UnzipPackage (string,string,System.Action`1<string>) (at ./Library/PackageCache/com.meta.xr.s
I'm unable to install the Meta Quest Link app on my PC. After accepting the terms of use, I should be able to select a drive for installation, but I'm only getting an error message saying I don't have enough space. My system has nearly 2 TB of free space, but I can't select either of my drives.Could someone help me with this?
My Oculus arrived yesterday and while I was going through the set up process I cannot get past the "Continue Set up in VR" Screen shows nothing in the headset just darkness but the sound works fine.When I skipped the process and tried to play a game anyway I was able to see some of the games on my computer screen but still nothing in my headsetHeadset displays White light in within the headset and blue light on the exteriorThe devices all say Connected and ActiveI already done the following task:- Repair Oculus setup- Update Nvidia Driver- Disable USB power management standby in USB 3 root in device manager- Update Oculus driver- Remove headmask and reconnect the cable after 5 seconds.- Change usb 3.0 port and DP port.-I Tried to update the windows driver to 1903 (Not Compatible)- I made sure the cables are in the proper placements and tried different 3.0 USB ports and unplugged them all before plugging the Rift back inI still always have black screen in my headset and i can' t do the
Is it possible to access the final rendered video data of Mixed Reality experience of the user within Unity?Purpose: I want to stream the POV of the user to a web application, for this I need access to the video feed itself, that the user sees. So far I couldn't really find any information about that :/
I'm writing a final thesis that uses Meta's Movement SDK for body tracking and I am frequently sourcing websites like for example:https://developers.meta.com/horizon/documentation/unity/move-body-trackingWith every new SDK version, the documentation website frequently gets updated. My problem with that is that developers who are using v68 can't look at the older versions of the documentation. Also for sourcing and citing information this is a nightmare because when a page is updated for the new SDK versions, previous instructions are gone from the internet. It can't even be looked at using The Internet Archive's Wayback Machine.So creating a dropdown that let's you pick a version of the SDK that you are using would be a life saver, for quoting the documentation. (Just in case I would like to note that this problem isn't with a specific version like v68 but an overall problem of information dissappearing forever from Meta's offical documentation website)
It seems that the support of Select HTML tags is broken in latest versions of browser (problem detected on OS v79, browser v40.1). When user clicks on a Select control, the browser briefly displays the list associated to the control but it immediately disappears. The issue can be reproduced with many different websites (e.g. https://www.w3schools.com/tags/tryit.asp?filename=tryhtml_optgroup , https://developer.mozilla.org/en-US/docs/Web/HTML/Reference/Elements/select )
Hello, I am using the Meta - Voice SDK - Immersive Voice Commands in my Unity project. The package waits to listen for about 5 seconds when the user is not speaking. I want to extend the waiting time when the user is not speaking. Is it possible to extend this?
First of all, I think I might have posted this in the wrong category… apologies in advance.Best regards, I’m new to this forum and to the community.I want to take my first steps in dev, experiment a bit, and see how far one can get being creative with the features that devices offer.Along the way, I started setting up the Meta Quest Developer Hub. Everything went fine, but I have a question. I switched the Link version to Public Test. My device is now set to Public Test, but I still haven’t received OS v81.My question is: does switching the Link version to Public Test not actually push the device to update its version?I assume it doesn’t and that it just changes the communication channel, but I’d like to confirm to be sure.Another question: is there a way to manually push v81 through ADB?
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.