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I’ve waited a long time for a vr headset and got the meta quest 3s but when I got to the point where I needed to update it was stuck on applying update and was constantly turning off and on
We have members of our DevTech team prepared to help support developers who are going through the process of migrating from the Oculus XR Plugin to the OpenXR Plugin! If you're having issues, we encourage you to post them directly the the Feedback Hub tool in the Meta Quest Developer Hub, under Developer Tools > Oculus XR Plugin to OpenXR Plugin Migration. Feel free to let us know here if you have any trouble with the submission process, but if you're looking for assistance with migration that's the place to reach out!
I actually posted this on reddit but figured the main VR community maybe interested if they have an Oculus Go.Here is the full video discussion on the whole thing with the full instructions: https://www.youtube.com/embed/cr8f3z4Rs4EEssentially I found out how to change the VR background for the Oculus Go in 2025 since Meta/Facebook broke the oculus go when trying to convert an account from Facebook to meta. It removes the VR background that is cached on the headset and since they don't support the Go anymore, the url for the list of oculus go vr background doesn't exist - so you can only get the black background (which an error due to how meta/facebook break the oculus and sets an int in the user0.db database for the environment_selected key Or the apk:///assets/environment_oculus_bubbles_2560x1440.ktx which is when the user0.db sets the enivronment_selected to blank or null. It really only for technical people but my goal is to: (coped from reddit)Create a github page
I'm trying to port a game engine from supporting PC VR to Quest. The app has to start out as 2D then transition to 3D when ready to run.When I use 2D only (hence AndroidManifest Intent group "android.intent.category.LAUNCHER", "com.oculus.intent.category.DEFAULT" and "com.oculus.intent.category.2D") then I can create an OpenXR instance and it transitions from Idle over Ready to Synchronized and I see something rendered in 2D panel mode only.When I use though VR mode (hence AndroidManigest Intent group "android.intent.category.DEFAULT", "com.oculus.intent.category.VR" and "org.khronos.openxr.intent.category.IMMERSIVE_HMD") then the created OpenXR instance only transitions to Idle but never to Ready nor Synchronized. This of course dead-locks the application since according to OpenXR you can not start rendering nor interacting with OpenXR if it is not in Synchronized state.What is required to be done to start an application in VR mode AND to get OpenXR to transition to Synchronized state
"I tried this, and now I’m convinced salt is the new duct tape." https://www.globenewswire.com/news-release/2025/04/17/3063412/0/en/Salt-Trick-For-Men-A-Revolutionary-Leap-in-Men-s-Vitality-with-Nitric-Boost.html
Hello, I am new to AR/VR development altogether, I am trying to get room data using Mixed Reality Utility Kit v74.0.2, but it is not working. I tried using the AnchorPrefabSpawner Building Block and combined with a Passthrough OVR Passthrough Layer. When I load into my app, I have to give permission to use spatial data and once I accept, I can scan my room. The room is being fully scanned and accurate, and once I click finish my passthrough activates as intended. But, when I use the Immersive Debugger to try and get the surfaces or anchor points, I am just getting logs such as "Cannot get surface area for this label in this scene". I've also attempted to run scripts on the MRUK SceneLoadedEvent(), but they don't work as I presume the scene data is not getting picked up. I have tried many things including messing with the lighting in my room, trying different rooms, but to no avail. Note I do have the data source set to device only.More info: Meta XR All-in-One SDK v74.0.3, Un
I want to use Avatar in half body mode, but using first person mode makes head disappear.Is there a way to hide lower body but make head still visable?
A few days ago, my Meta Quest Link software on the computer updated to version 76.0.0.452.315, and since then, the streaming has been constantly freezing on the black screen icon or disconnecting immediately after connecting, stuck in an endless loop of connecting and disconnecting. I tried everything: switching computers, replacing the headset, changing the streaming cable, updating the OS, reinstalling the software... nothing worked.Yesterday, I attempted to use Virtual Desktop (VD) for streaming instead, but VD doesn’t support Quest’s multimodal features, forcing me to reconsider returning to Meta Quest Link.Then something strange happened: because I had used VD’s runtime, Meta Quest Link prompted me to set the Quest runtime as default. After following the instructions, Meta Quest Link suddenly started working again. I tested this fix on different computers and could consistently reproduce the solution. I thought the issue was resolved—but clearly, I celebrated too so
Hi at all!I'm trying to start another activity with a different panel. From starter template I take the button and prepare the intent.I want to re-use the original environment and register a new panel for the new activity, but if I try I have this: java.lang.Exception: Native Assert. FILE=Utils/AndroidUtils.cpp:102 MSG=Global asset manager can only be set once at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:3724) This is my target activity: import com.meta.spatial.castinputforward.CastInputForwardFeature import com.meta.spatial.core.SpatialFeature import com.meta.spatial.debugtools.HotReloadFeature import com.meta.spatial.runtime.LayerConfig import com.meta.spatial.toolkit.AppSystemActivity import com.meta.spatial.toolkit.PanelRegistration import com.meta.spatial.vr.VRFeature class TestActivity : AppSystemActivity() { override fun regis
Is there currently a way (input) to detect in Unity and the Meta SDK if the headset was double tapped to turn on/off passthrough yet?
Running Windows 11 23H2Unity 6000.0.25f1Start new project (Built-In Render Pipeline, not connected to Unity Cloud)Install All-In-One SDK 71.0.0 from the Asset Store (or just the Core SDK, same result)Restart editorInstall Oculus XR Plug-in (or Open XR plugin, same result)Install Netcode for GameObjects from Package Manager (2.1.1 and 1.11.0 give same result)I get the following errors:[Update] I previously stated that after restarting the editor the errors are gone, but this is not true. The errors return after restarting, pressing play, etc.
We are making a VR animation using unreal and Oculus Rift.We are wondering whether it is able to turn off a white hourglass on the right side when loading a new level.The black screen is ok. We just want to remove a white hourglass.(Also, is OVR available in Unreal?)The levels belong one level and we are using visibility track in a master sequencer like:
Hello,I'm trying to build a local multiplayer app in large rooms.I saw that the new version of the Scene API was updated to handle large rooms, even though I have to set the room then disable the guardian (because the max guardian is too small).Both samples are not working on Quest 3 by design because it lacks the code to, which I was able to fix. However:- ColocationHS sample does not work at all on Quest 3. Once I click on "Create session", it crashes ;- Share Scene Sample partially works as I'm able to create the Shared Anchor and share the scene, but the scene on the client is not located at the right place. It seems that it shared well the number of meshes, but the location of them is wrong and their scale too.Would any one be able to help?
Hello,I’m writing to report two critical issues encountered in SDK v74 when using FMOD 2.03.06 with Unreal Engine 5.5.4 (modified to compile via MetaXRAudio.Build.cs adjustments, as official UE 5.5 support is pending in v76).Issue 1: Occlusion Regression in v74Description:Occlusion behavior degrades in v74 compared to v72. Sound incorrectly interacts with geometry (e.g., improper attenuation when obstacles appear), despite identical scene configurations. Reverting to v72 libraries restores expected behavior. Here's video comparison demonstrating occlusion behavior differences between v74 and v72:v74 FMOD libs: https://vimeo.com/1076316873/88744e8637v72 FMOD libs: https://vimeo.com/1076318611/c5b7067c2bIssue 2: Coordinate System Mismatch in Acoustic Ray TracingDescription:Acoustic probes generate at incorrect positions due to a coordinate system mismatch between ovrAudio and Unreal Engine. Probes spawn on cube side faces instead of top faces (see attached screenshot).The coordinate syst
Hey people, i'v been trying to do some Oculus project in UE 5 but everything i do is wrong, i'v seen a lot of tutorials and nothing, this is what i get when i build.LogFab: Display: {"interactionType": "Open Tab","eventCategory": "Plugin","eventAction": "Click"}LogCEFBrowser: CEF GPU acceleration enabledLogSlate: Window 'Fab' being destroyedLogSlate: Window 'Fab' being destroyedLogWebBrowser: Closing browser during destruction, this may cause a later crash.LogWebBrowser: Deleting browser for Url=https://www.fab.com/plugins/ue5/.LogUObjectHash: Compacting FUObjectHashTables data took 0.56msLogTurnkeySupport: Project requires temp target (OculusXR plugin is enabled)LogLauncherProfile: Unable to use promoted target - ../../../../../../Users/Ezcrane/OneDrive/Documentos/Unreal Projects/TecEstalberiana2/Binaries/Android/UnrealGame.target does not exist.LogMonitoredProcess: Running Serialized UAT: [ cmd.exe /c ""C:/Program Files/Epic Games/UE_5.4/Engine/Build/BatchFiles/RunUAT.bat" -ScriptsFo
Videos: White Pixel flickering Video No flickering white pixel in quest recording --------------------------------------------------Hello,guys.We are currently developing a VR game using Unity 2022.3.26f1 with URP 14.0.11 and Oculus XR plugin 4.2.0 , targeting both Quest 2 and Quest 3. The core gameplay involves heavy use of shadows, so most scenes are designed to be completely dark. Due to the dynamic nature of the scenes, all lighting is set to Realtime. Everything works perfectly while testing through PC using Air Link. However, once we build the APK and run the game on the headset directly, we start encountering an issue: whenever there's a change in the Realtime light (e.g., lights gradually getting brighter or dimmer), random white pixel flickers or noise appear in the dark areas of the scene. After repeated testing, we suspect this may be related to the headset hardware itself. We've recorded the gameplay using both the built-in video capture feature and
We really need to have Arabic in Meta quest 2 .
I'm creating a Web App using A-Frame. Target audience is Meta Quest users. When i'm in VR mode, I'm able to bring up the System Web Browser while staying in VR mode by pressing the Meta Button on the controller. Is there a way to mimic this behavior programmatically?
Using the OVR Interaction Rig. This player controller script that comes with it puts the rig through the floor I am trying to adjust it in the script but it seems to keep defaulting back. Can someone help?
When testing hand tracking on my Meta Quest 3 with the following code: 1.Install Vuer environment conda create -n vuer python=3.8conda activate vuerpip install -U 'vuer[all]==0.0.32-rc7' 2. Test the Program `from vuer import Vuer, VuerSessionfrom vuer.schemas import Handsfrom asyncio import sleep # app = Vuer()app = Vuer(host='0.0.0.0', cert="./cert.pem", key="./key.pem", queries=dict(grid=False), queue_len=3) @app.add_handler("HAND_MOVE")async def handler(event, session): print(f"Movement Event: key-{event.key}", event.value) @app.spawn(start=True)async def main(session: VuerSession): session.upsert @ Hands(fps=60, stream=True, key="hands", showLeft=True, showRight=True) while True: await sleep(0.033)` The GitHub repository for this project is maintained at:https://github.com/vuer-ai/vuerGitHub Issue Link:https://github.com/unitreerobotics/av
Hi,I'm developing an XR experience with Unreal engine 5.4.4 and Meta XR plugin 71, the building process is successful but once it install on Quest3, the installation going to be failed, the log pointed that the Target API should be on 33 which is 33 but it said is 32, what should I do?
Meta Horizon World Builder using a Quest 3. No matter what I build, even just set out a simple block into a new world. When I try to paint the block I get an error message "cannot paint tri-mesh". 😓I'm so stuck and can't seem to move past this, even after hours and hours of trying to find the answer myself. I suddenly feel like the only person with this issue. 🤣Help would be greatly appreciated. 🙏
Hello, the problem I have is that when I open the app, take it off and walk back and forth with the headset in the moving area for about five or six seconds, then put it back on and continue with the previous app, and the camera position matches my current position, which is no problem. But when I stretched out my hands, the camera immediately teleported to the original position, and the entire scene also significantly deviated from the previous positioning space. Want to know why it's teleporting and how to avoid it.My device is Meta Quest Pro, and I use Unity for development. I use Meta XR Interaction SDK (v72.0.0) Example Scenes TouchGrabExamples.unity package for testing. And repeat the question. I look forward to your reply.Thank you.The video about the fault is below. Fault TransientThe data about the fault is below.
I am curious on how to root my quest 2, I want to root it so that I can use a lot of apps with my headset that require root. I tried doing it by going to the usb update menu (bootloader) but when I connected my linux with adb and put "fastboot devices" but it came up with "no permissions (missing udev rules? user is in the plugdev group); see [http://developer.android.com/tools/device.html] fastboot" and no command worked with fastboot. I also tried "adb reboot fastboot" but on the headset it showed "Fastbootd" and the options were reboot and recovery mode, but still the fastboot didnt work and it came up with the same error. so can i get any help trying to get the bootloader unlocked and rooting it? thank you.
Steps:New Project using Unity 6 6000.0.44f1Download and Import Meta All in One SDK 74.0.2Download Interaction SDK Examples Scenes.Start the ComprehensiveRigExample or RayExamples Scene.No Ray comes out of my hands to Interact with the Canvases.I had trouble to get Ray Interactions Working, even though i did so in the past.But even with a brand new Project and the Sample Scenes they do not seem to work right.
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