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I've been troubleshooting performance issues in Quest3 with webXR. In doing so I have found that I'm getting consistent memory leaking whenever an XR session is running and the headset goes to sleep. It seems that when the headset sleeps about 100mb of free memory is lost each time and is not recoverable without a full reboot of the headset.In addition to this memory leak I also see pretty consistent crashing of "fastrpc_shell_3" which seems related to body tracking. I get this crash happening every time the headset is removed regardless of if I'm in an XR session.Eventually these issues seem to destabilize the system leading to other systems crashing and often a full system crash/reboot. Sometimes even after the system reboots all services do not appear to have been successfully restarted.I have captured some more detailed system logs around some of these issues using Logcat which I would be happy to share.I'm looking to better understand what and why these things are happening and ho
Do you have any general questions regarding the wit.ai framework within the Voice SDK? Drop your questions, concerns, and feedback here!
Hi,our team is developing a MixedReality colocation application on Quest 3 with Unity 6. Also we are using Unity Netcode for the network connection. Our headsets are all updated to Version 74 and we are using Meta SDK v72. Now we have a critical issue: When we start our app, nothing will be rendered after the splash screen was displayed. Only passthrough is active. Also no hands or controllers are rendered and we even cannot open the horizon menu of the OS with right hand or controllers. We only hear the sound of the menu but no menu is rendered. The only option to quit the app is by restarting the headset. When we hold the restart button for a few secs, the scene content gets renderer for a short time period but then the headset already restarts. On some devices this happens everytime the app is started. On other devices this happens very randomly for example after the 5th start. We also tried updating the project to SDK 74 - same issue here.Since it is very hard t
In engagement there should be a place to see how many people have wish listed your game.
Hey there!We're working on an app for the Meta Quest 3.Right now, we're using the MRUtilityKit Unreal sample project and have tailored it to fit our requirements.If we choose to launch the app on the Meta Store, are there any legal concerns we should be aware of?Thanks!
Hi,I’m recently creating and mixing audio for VR Games on the Quest 3 in Unity.I'm advanced at mixing audio but new to unity and the Quest 3.In the finale mixing stage, I like to mix all sounds on the integrated speakers of the Quest 3 and I'm searching for a way to be able to have the speakers sitting next to my ears, but have my eyes free for using my Screen and Mouse.Lifting the Quest up will cause the speakers to be too far away from my ears to make the right sound decisions.Maybe someone knows a good solution for this.
I'm encountering an issue on macOS (Apple M2) where the XR Simulator launches but then freezes continuously with the following error in the logs:[OVRPlugin] [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrEndFrame(m_xrSession, &frameEndInfo), arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:11579 (arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.h:342) UnityEngine.Debug:LogWarning (object) OVRManager:OVRPluginLogCallback (OVRPlugin/LogLevel,intptr,int) (at ./Library/PackageCache/com.meta.xr.sdk.core@f03b72423aa0/Scripts/OVRManager.cs:2156) [OVRPlugin] EndFrame_Internal() FAILED (arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:18389) UnityEngine.Debug:LogWarning (object) OVRManager:OVRPluginLogCallback (OVRPlugin/LogLevel,intptr,int) (at ./Library/PackageCache/com.meta.xr.sdk.core@f03b72423aa0/Scripts/OVRManager.cs:2156)The window opens, but there is no interaction whatsoever, and only a black screen is displayed in the render view.&
I don't see a SceneTexture constructor that takes a bitmap as an argument AND disables or enables mipmapping.val samplerConfig = SamplerConfig( mipmapMode = Filter.NEAREST, minFilter = Filter.NEAREST, magFilter = Filter.NEAREST, addressModeU = AddressMode.CLAMP_TO_EDGE, addressModeV = AddressMode.CLAMP_TO_EDGE, lodBias = 0.0f ) val myTexture = SceneTexture(myBitmap, samplerConfig)Are mipmaps auto always generated here? Is there anyway to control this (e.g., what if I don't want mipmapping)?Other SceneTexture constructors have a `numberOfMips` argument, but none of those take a Bitmap as an argument. Perhaps this is controlled at the SceneMaterial level, but I don't see anything concerning mipmaps there.
Is anyone else able to file bugs with MHDH? When I hit 'submit' it hangs forever.Thanks!
The first time I call it it returns an error saying my application (that I am running it from) is not available.The second or third time I call it, it works. So I run it in a while() loop retrying.
I started off here: https://developers.meta.com/horizon/resources/reporting-plugin/And followed, searched, googled, and even groked how to get the feedback.I selected email feedback in the developer hub. Yet my testing shows that I *never* get the feedback or reports.The process is undocumented. It shows example code on how when your app gets the feedback to process or have meta process it. Yet, the only way to get feedback is when you are NOT running your app. So, you never get that code in their example to run. OR the documentation is outdated or incorrect.In fact, the instructions you are supposed to tell the users, it to report when your app is NOT running, so there is no way to get the report callback notification. So, I expected an email I set in the developer hub, I get none.I can't find the link that shows how a user reports. It shows them reporting from the Oculus home (when the app is not running). So I am guessing those reports go to meta, and not the last app they ran? Whic
When I use the Snap rotation on the OVR Player Controller the avatars arms move awkwardly when turning. Wherever the head moves the arms move along with it. Here is image couldn't share the video.
Se creo una cuenta meta sin autorización, vinculada ilegalmente a mi cuenta personal de Instagram . El correo electrónico sj3@oletters.com no me pertenece y es una cuenta fraudulenta que suplanta mi identidad . Esta cuenta se ha añadido a mi perfil de Instagram sin mi consentimiento. He podido acceder para denunciarlo; necesito que lo eliminen. Pero ya no coinciden con los datos de la cuenta principal, necesito eliminar esa cuenta para recuperar mi instagram
Hello, In my game, I have a subscription already published, where I have set a 30-day free trial for everyone who has bought it. I'm updating the way my subscription plans work and I'd like to remove this free trial from the subscription, but I don't know how this will affect players who have already signed up and are in the free trial period.Will they continue with the 30-day free trial until the end of the term?Will the subscription automatically remove the free trial period and charge them? Thanks in advance!
Hello everyone, I am trying to incorporate some Mixed Reality elements into my Unity 6 project based on Meta Interaction SDK. I tried installing the MRTK package and despite trying multiple versions, I always get the error in the console: Library\PackageCache\com.meta.xr.mrutilitykit\Editor\BuildingBlocks\InstantContentPlacement\Scripts\InstantContentPlacementInstallationRoutine.cs(105,79): error CS0122: 'BlockDataIds' is inaccessible due to its protection levelThis is a package script and I am unable to find the BlockDataIds that it is trying to access. Blocking out the relevant method fixes the issue but I do not want to find surprises later on due to it. Any idea how to fix this? Currrently using Meta Interaction SDK ver 71, Meta Core SDK 74 and Meta MRUK 74.
With the new update also came a small "Switch to controllers" window that pops up as soon as the controllers are off.For some reason, this window blocks installation of an APK via both "Quicklaunch" and installation batch file after packaging it.In this picture's left side you can see a red line. The installation/deployment progress to it, then it is stuck (and would eventually time out) until I put the headset on, pick up a controller and press "Continue" or "Cancel" on the "Switch to controllers" window. As soon as I do that, it creates the connection and installs properly.The right side of the picture is the output from the batch file that installs the APK, except I let it time out.This was absolutely no problem in the past, because I could press the quicklaunch in Unreal and only need to pick up the headset once the status banner said "Running on ...." in the bottom right side.
Lipozem Weight Loss Capsules – Boost Your Metabolism TodayLipozem could provide an energy boost, helping users stay active and motivated throughout the day. This increased energy can encourage more physical activity, which is key in weight loss.Some weight loss supplements, like Lipozem, may include ingredients that prevent the absorption of fats or carbohydrates from food, reducing the number of calories absorbed into the body and supporting weight loss efforts.RANK : https://www.morningstar.com/news/globe-newswire/9410463/lipozem-complaints-side-effects-urgent-buyers-reveal-unexpected-truths-behind-its-real-effectiveness-safetyhttps://www.globenewswire.com/news-release/2025/04/04/3055971/0/en/ProDentim-Review-Exposed-SHOCKING-DOCTORS-FINDINGS-Consumer-Truth-Specially-Designed-For-Your-Teeth-And-Gums.html
HiI created a blank scene for an AR project for meta quest3following this this instruction I got the app working and was able to retrieve scanned mesh into the app, but the thing is when I accept the permission, it quits, and I have to relaunch the app. Not to mention it happens only once. On the next launches it works as I have already granted the permission. This only happens when I have a fresh install and on the first run.I think it kind of crashes, but I have no idea what causes that.any suggestions will be appreciated
Hi all, I needed to collect raw imu and camera parameter data from MQPro for research purpose. I was wondering whether they give access to these datas, like they do for eye tracking or face tracking data?
Starting earlier today (March 28, 2025), we've run into a persistent issue where calls to Platform.IAP.GetProductsBySKU() are consistently failing.We're seeing this across the board – in all our live build versions (across different release channels) and significantly, even within the Unity editor during development testing.This is the specific error response we're receiving:{"error":{"code":1,"fbtrace_id":"AKcT8AS-5-uF9SVCKgOJppk","message":"An unknown error has occurred.","type":"OAuthException","x-fb-debug":"pkaPU0rJ11IUbvkMgCpR9IYHSFRL05ViM8JCwHf2FLMvwRUazaQy+2pIH6bAsM20OLrmy9xXkFvPWui/srooGw==","x-fb-trace-id":"CP/fgzV9QGk"}}We've spent time investigating on our end and are quite confident no recent changes from our side triggered this. We haven't submitted any new releases, deployed code changes, or modified any configurations in the Developer Dashboard (especially anything related to IAP addons) prior to this issue appearing. It seemed to start out of the blue.This is causing a
Bonjour à tousJe me permets de vous contacter en tant que développeur web travaillant sur des applications modernes utilisant des frameworks comme React, Vue ou Angular avec TypeScript (Débutant).Nous rencontrons une difficulté persistante concernant la génération des aperçus de partage sur les plateformes – notamment Facebook, Instagram, Twitter ou LinkedIn – lorsque les URLs concernées pointent vers des pages générées côté client (Client-Side Rendering - CSR).Dans ces architectures modernes, le contenu – y compris les balises meta essentielles aux cartes de partage (og:title, og:description, og:image, twitter:card, etc.) – est injecté dynamiquement dans le DOM après le chargement initial du HTML, souvent à l'aide de bibliothèques comme react-helmet-async.Cependant, nous observons que vos crawlers (facebookexternalhit, Twitterbot, LinkedInBot...) se basent uniquement sur le HTML initial livré par le serveur. Ils ne semblent pas exécuter JavaScript ni attendre l’hydratation et la résol
I have tried a few times to get my VR Preview to work when calling the "Start Environment Depth" node in blueprint at the start of my project, however every time I do, the vr preview is just a white screen and freezes my entire project forever and the only way to fix this is my ending the entire unreal task. I was able to at least find through the debug window that when the white screen is showing, its printing "{WARNING} [MRAPI] Long waiting time for depth layer creation." Is there any way of getting this to work as it would be annoying to have to do a build every single time to test small things. For reference, I am currently using Unreal Engine 5.5.4 with Visual Studio Version 17.13.5 Thank you in advance.
Hi.Fairly new to development and I am stuck with a project.I am trying to develop a program that displays Network information to the user (ping, jitter, packet loss etc.) . I would like this to be able to run over any 3d application in real time Similar to how OVRMetric displays headset information. Any documentation or assistance would greatly be helpful.
Hello, I am looking for a webhook that tells me if a new build was uploaded (with version name and code) to the hub. I looked at the webhook section here but it only talks about user specific events and not "meta" events. Thanks,
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