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I'm trying to send data via UDP communication from a PC to a Meta Quest 3 using Unity (2022.3.20f1), but I'm unable to do so. I've tried port forwarding, changing security software settings, and even modifying the AndroidManifest with the following:<uses-permission android:name="android.permission.INTERNET" /> <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE"/>However, it's not working as expected. Please tell me how I can achieve UDP communication
Hello everyone,I am trying to send UDP packages from my Meta Quest 2 to my PC over the WiFi to which both of the devices are connected.I have tried every solution I could, starting from adding the two lines in the Android Manifest about Internet Permission to disabling pc firewall. My current architecture is pretty simple: I got a UDPSender script that sends a simple package to the IP address of my pc to the port 5000, and this script is running inside an apk installed on the quest; i then have a UDPReceiver that listens for received packages at the port 5000. Everything done using Unity (so, C# for scripting).Using the Android Logcat of Unity linked to the Meta Quest I could see that everytime I try to send data, I get the error "Access Denied" with no more info. The Receiver on my PC, that in the meantime was running, didn't get anything and didn't throw any error.I am driving crazy about trying to understand what I am doing wrong, if someone was able to solve a similar issue or mana
Hi, I’m having an issue with reflection captures in Unreal. In the editor, everything looks as expected: when I move a dynamic object through the level, it uses the nearest reflection capture for the fake reflections.However, when I test the APK on the Quest 3, the reflections seem to stick to the character or object. For example, if the character starts in a red room and moves into a blue room, it still has red reflections.The strange thing is, sometimes it works correctly — the reflections update as expected.Any idea what could be causing this?
Hi Meta Developer Support,I'm reaching out regarding the AutoDriver system described in your documentation here: https://developers.meta.com/horizon/documentation/unity/ts-autodriver We've been following the guide and batch scripts closely, using a Quest 2 in Developer Mode, but no .autodriver file is ever generated during recording, despite no errors in ADB or logcat.Multiple developers across the community have reported the same issue, which seems to affect all newer firmware versions for Quest 2 (and likely Quest 3/Pro as well). This is blocking our ability to automate E2E testing using on-device input replay - a feature that was core to AutoDriver’s value.Could you confirm:1. Whether AutoDriver is still supported on current Quest 2 OS versions?2. If it’s deprecated or broken, whether there's a timeline for a fix or update?3. Any official workarounds (beyond the XR Simulator)? We would really value clarification on this, or even confirmation that the team is aware of the issue.It's
hello friends, i need one solution of the my game i make 3d game in unity for vr using XR interaction toolkit now i am doing a hand tracking in the game using OpenXR but my build showing on oculus in 2d mode i need to in 3d so what i do when i doing oculus in XR Plugin management it will work but hand tracking not working
I started to have an issue yesterday, where my app is searchable on the Meta Quest store on the web, but the link leads to a broken page: This page isn't available right nowThis may be because of a technical error that we're working to get fixed. Try reloading this page. One issue I believe lead to it, was that my last app submission was approved, but I didn't click on "schedule a release" as I thought I have it done automatically. I have it set up as "instant release" in the release method. I clicked on "schedule a release" and it shows the app was released yesterday. But the link is still broken. How can this be fixed? It is also possible to search the app on the Meta app and it opens up just fine. Thank you
Hi, I want to Create a Meta For Developers Account for the verification process of business portfolio but I'm having this issue... It's really great if i can get the details solution for my problem!This is because we noticed you are using a device you don't usually use and we need to keep your account safe. We'll allow you to make this change after you've used this device for a while. MetaStoreHelp
There is a bug in Android which has made it into v76.1023 without the fix.I logged this bug with google last year and it was fixed.https://issuetracker.google.com/issues/347991522#comment5Could you port this to the HorizonOS as it prevents my app from working properly.My app uses mdns to Auto Find the Quest and it cant be found properly with this issue.
I've been facing a stubborn problem for over a week. I added a Camera Rig block to my scene, and replaced the Interaction block with OVRInteractionComprehensive. Everything works fine in the editor in game mode, but as soon as I do a Build and Run, teleportation doesn't work in the Quest. Everything else works, including stick movements. I've already tried many things without success.All my packages are up to date, Unity v.6000.0.41f1
Every time the direction I look at changes, the front has to change, and when I move to "Joystick", the "front" has to change according to the angle, but it doesn't offset in the game I'm makingI'm making a game through max in cycling74, and I take information from -1 to 1 with angle information I'm looking at and joystick, how do I offset the forward, backward, left, and right movement information depending on the angle?
So I've been having a problem with my Quest 2 when it comes to connecting to PCVR via a link cable. By what I've found I'm the only one with this main issue so far. Once my headset is turned on and my cable is connected the black "3 dots loading" screen will show up as usual but will then immediately disconnect back to the quest home. If I'm lucky it will let me into the Quest link hub where i can then select a game like Vrchat. And the moment i load in to said game it immediately disconnects me. And in order for me to connect to any game i want to I have to restart EVERYTHING before it lets it work. Please Note: I have a pc that is more than beefy enough to run PCVR and a high quality cable. I've made sure my drivers on all software are up to date, and my cable is not kinked in weird areas. As well as some task manager settings to help reduce lag. If there is anyone that can help or have the same issue please respond!
Got this error from MRUKRoom.cs: `Wall anchor with UUID xxxxxxxxxxxx not found!`Value was null.Happend after rescanning my room.Anyone has an idéa how to solve this?Have tried deleting the space, creating a new one with another name, deleting and reinstalling the game.Uses Meta MR Utility Kit v65Edit: Updated to v66 v69 (Meta XR All-in-One SDK), but same error, even though the changelog says it should have fixed it.
I am currently utilizing the Windows 11 operating system and have enabled OpenXR import in Unity version 6. Upon attempting to integrate the Meta XR Core SDK version 74.0.2, the Unity 6 editor experienced a crash and failed to launch properly, preventing me from accessing the scene editing environment. Several colleagues I consulted also reported encountering the same issue. Even after deleting the project's Library files and reloading them, the problem persisted. Rolling back to SDK version 72 resolved the issue and allowed normal operation. However, I am keen to explore the new features introduced in SDK version 74. Could you please provide guidance or a potential solution? Attached is a screenshot of the Editor.log file for reference
Hi everyone,I'm struggling with a passthrough occlusion issue on my Meta Quest 3 using Unity 6 and the Meta XR Core SDK (v74.0.2), specifically within the PassthroughRelighting sample scene.The avatar "Oppy" used in the sample scene incorrectly occludes real-world objects that are in front of it, rendering them as black silhouettes or making them invisible. This happens despite Oppy correctly occluding real and virtual objects behind him and being occluded by virtual objects in front.This might be a configuration problem with Unity or the MQ3 itself, but I've followed all the instructions I could find, and Unity seems to be set up correctly.I suspect the issue might be related to the shader on Oppy's material ("Meta/Lit") not interacting properly with the Depth API in Unity 6. As I'm not an expert in Unity and shader language, I'm unable to delve into how to modify the shader.Has anyone else encountered this behavior with this specific sample scene and setup (or with other similar exam
Hi everyone!I'm new to scripting and game development and just getting started with learning the basics. 😊I'm currently working on a simple quest-style game where the player needs to find a specific object and place it on a table. Once the object is correctly placed, a "congratulations" message should appear.I've tried using collision objects and working with triggers, but I'm still running into errors and the logic isn't working quite right.Could someone please guide me on how to approach this kind of interaction? Any tips or examples would be greatly appreciated!Thanks in advance! 🙏
Hey guys, anyone succeeded in implementing Body tracking using Meta quest 3 and meta movement SDK on UE 5.3.2 ?I keep finding only implementations starting from UE 5.4+Thanks
Meta Ray Ban Accessory Concept Hello people of Meta, I have been following your Meta Ray Ban collaboration and think it's a great idea, something I would have thought of myself. However I read that the battery lasts 4-6 hours. I have an idea that could increase battery life and also make the Meta Ray Ban Sun Glasses a stand alone device, one that does not need to connect or pair with a mobile device or computer, utilising an existing accessory that are common item for sun glasses wearers to use similar to the Meta Ray Ban Sun Glasses Charging Case idea. My idea is to combine the lanyard type sun glasses holders that allow wearers to hang sun glasses around their necks with extra battery, memory within a device that could potentially run IOS or Android Operating Systems. So imagine the lanyard type sun glasses holder, with an attached Wi-Fi and or Bluetooth Flash Drive (I have seen Kingston 1T drives that have a small form factor), loaded with an operating system IOS/ And
It is necessary to provide an existing IARC rating for the application.When entering the IARC ID, the required certificate is found, but when attempting to attach it to the application, an error occurs:Certificate UpdateThere was an error attaching the IARC Certificate to your application. Please try again later.This issue has been persisting for several days already.
It crashes with the following stacktrace:Meta Quest Developer Hub.exe caused an Access Violation at location 00007FFBC6AE2673 in module ntdll.dll Reading from location FFFFFFFFFFFFFFFF.AddrPC Params00007FFBC6AE2673 00000218A4F57060 0000000000000000 00004CA400128E00 ntdll.dll!RtlpWaitOnCriticalSection+0xb300007FFBC6B100FF 00004CA400128EE8 00000218457F0000 00000218A4F19D00 ntdll.dll!RtlpEnterCriticalSectionContended+0x1ef00007FFBC6B0F872 00004CA400128EC0 00000218A4EC69C8 00000218A4EC6930 ntdll.dll!RtlEnterCriticalSection+0xf200007FF67A6B6652 00000218A4EC6930 0000000000000000 00000218A4F19D70 Meta Quest Developer Hub.exe!napi_release_threadsafe_function+0x2200007FFB938B3620 00000218A4F19D70 0000000000000000 00004CA40032B2C0 OafIpc.node!0x362000007FFB938B5C06 0000000000000000 00007FF681A04030 0000000000000028 OafIpc.node!napi_register_module_v1+0x141600007FF67A6B2D2C 00004CA4001280C0 00000218AA4C1B40 00007FFB938B6200 Meta Quest Developer Hub.exe!node::PromiseRejectCallback+0x5783c00007FF67
Previous version < v76 worked with my app to access the USB camera for forwarding elsewhere on the network.However trying to accesses the USB camera and asking for USB permissions causes this exception now.2025-04-28 11:07:26.486 14877-14877 UsbConfirmActivity pid-14877 E Unable to start activityjava.lang.SecurityException: Permission Denial: starting Intent { act=android.hardware.usb.action.USB_DEVICE_ATTACHED flg=0x10000000 cmp=com.virtualhere.androidserver/.UsbEvent (has extras) } from ProcessRecord{151b64a 14877:com.oculus.os.vrusb/u0a54} (pid=14877, uid=10054) not exported from uid 10147at android.os.Parcel.createExceptionOrNull(Parcel.java:3079)at android.os.Parcel.createException(Parcel.java:3063)at android.os.Parcel.readException(Parcel.java:3046)at android.os.Parcel.readException(Parcel.java:2988)at android.app.IActivityTaskManager$Stub$Proxy.startActivityAsUser(IActivityTaskManager.java:2185)at android.app.Instrumentation.execStartActivity(Instrumentation.java:2091)at andr
Quest 3V76Link Cable. In the headset I am seeing strange lines, when playing the likes of Skyrim VR,.If I look at the reprojection on my monitor its fine. So its specific to viewing the display within the headset.These lines are semi transparent and are horizontal in the view screen, would be hard to show in picture form.
Hi,I started with the developer instructions, but when I connect my Quest 3 to my USB port, nothing happens. The PC does not give any feedback that a device is connected and the Quest 3 also does not realize any connection.Also in the Quest 3 Settings, I could not find the entry to enable developer mode. I found it however in the Meta app, but activating it did not make any developer settings visible like it was with the Quest 2.My developer account is set up and verified according to the documentation. I also developed with the Quest 2 before.I also tried the Quest Link (with the official cable from the Quest 2), but again the cable connection did not work. Air Link works fine via WIFI though.Am I missing something? Did I miss installing a Quest 3 PC driver? Is my USB to old (3.0)? I tried different USB ports, 2.0 and 3, but with no difference.Thanks!
Whoever chose the USb in the quest 2 should be tarred and feathered. Three quest 2 and all three the USB failed.
I created an app that need to save data as JSON in a text file, with a custom extension. In blueprint I use the "Save Json to File" node, and with "Make File Path" I create a file path using "Get Platform User Dir" as a folder. It works on Windows, saving to Documents folder, and it worked on Quest 1, saving to the app data folder. Now I've ported my app to UE 5.5 and Quest 3, and I can't save anymore, I get an error. I searched a lot but can't find any information. What should I do to save a text file on the Quest 3 device in an app developed in UE 5.5?
After laying it down for a while, I just continued working on my MR application. Upon reopening and testing, it gets stuck on "Windows.Repaint - Waiting for Unity Core DLL to .....". After updating the SDK and tweaking the project, I reimplemented the controls and core features. But the Depth API and Occlusion is not working returning the following errors:EnvironmentDepth is disabled. Please enable XR provider in 'Project Settings / XR Plug-in Management'. UnityEngine.Debug:LogError (object) Meta.XR.EnvironmentDepth.EnvironmentDepthManager:CreateProvider () (at ./Library/PackageCache/com.meta.xr.sdk.core@74.0.0/Scripts/EnvironmentDepth/EnvironmentDepthManager.cs:161) Meta.XR.EnvironmentDepth.EnvironmentDepthManager:get_provider () (at ./Library/PackageCache/com.meta.xr.sdk.core@74.0.0/Scripts/EnvironmentDepth/EnvironmentDepthManager.cs:133) Meta.XR.EnvironmentDepth.EnvironmentDepthManager:get_IsSupported () (at ./Library/PackageCache/com.meta.xr.sdk.core@74.0.0/Scripts/Environment
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