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I have tried to replicate the a networked player prefab with a placeholder head and two hands for a auto-matchmaking setup.While everything appears to be in sync, I am seeing a constant offset between the actual hand location and transmitted hand location on Y-axis.I am unsure at what point the OVRHandVisual gets updated for a constant Y-offset, since I am fetching the data directly from it and passing to a network Transform.I am attaching a reference image for it.
Hi. I'm working with Unreal Engine 5.3 and Meta Quest 3. I'm having the following error message when using a web browser within UE5 and connecting to an HTTP url. ERR_CLEARTEXT_NOT_PERMITTEDDo you know how can I enable the use of cleartext http traffic? Is it somewhere in the MetaXR Plugin or MetaXRPlatform plugin or would it be somewhere in UE5 Settings or do I need to modify some AndroidManifest.xml somewhere?I found that someone asked something related here: https://communityforums.atmeta.com/t5/Quest-Development/Having-issue-with-setting-Cleartext-HTTP-traffic-for-development/m-p/777427/highlight/trueAlso found some info for Android development here:https://www.repeato.app/how-to-resolve-cleartext-http-traffic-not-permitted-error-in-android-8-and-above/ Any help would be greatly appreciated!
In the latest META OS v74 update, a new dialog prompt is being invoked on the headset for the user to "Switch to controllers" that interferes with test automation. According to the docs, certain properties are configurable via Android Debug Bridge (adb) to control services that interfere with automation.https://developers.meta.com/horizon/documentation/unity/ts-scriptable-testing/Despite confirming that guardian, proximity sensor, and dialogs are disabled, the prompt is still being shown and interrupting end to end tests.>adb shell content call --uri content://com.oculus.rc --method GET_PROPERTY Result: Bundle[{disable_guardian=true, set_proximity_close=true, disable_dialogs=true, disable_autosleep=true}]Has anyone else found a way around this?
Hello person reading this,I was going to post for help yesterday but solved my own issue. Figured I'd share for anyone in my same position.I've been trying for a long time to use MRUK, without any success as the app would never load my saved room data when launching the standalone app (using over quest link in play mode would work).Turned out you need to have a developer organization name setup for MQDH, and also "create new app" with the exact same name as the name you give the project in Unity (under player settings). Then when you deploy the apk build to the device it will automatically sign it with your organization key and therefore "trust" the app. Otherwise it's an untrusted app, which Meta doesn't allow access to saved spatial data. There's no obvious warning messages related to this that pop up, so it's something you just have to know.That is all. Good luck.
We have recently started developing with the Meta SDK for building our VR projects in Unity, and have struggled finding/ implementing Sticky Grab interaction. Instead of instantly releasing the interactable after releasing the pinch gesture, we want the interactable to continiuously be grabbed until there has been another pinch grab. This will allow the user to not have to keep pinching/ pressing the Grab button on the controller to hold the object in it's virtual hand.But as stated above we haven't found this to be supplied by Meta so far, and are wondering if somebody else have stumbled against this 'issue' and maybe have found a way to implement this behaviour. Would love to hear your thoughts and ideas, thanks!
For some reason the updates are taking hours wow. the Quest 2 is really really slow!
It looks like the Unity play mode linking to headset is broken as of SDK 74 almost 6 months ago. I've been trying to get a new project going with all of the latest versioning - SDK 77, Unity 6000.1.13f1 and everything I've been doing is by the book from the latest documentationI just have the camera block and interaction grab block and when I press play the screen on my oculus goes black for 2 seconds and then back to the Link environment. I've tried Unity 6000.0 and 2022 as well and same issue.When I do a build it builds and runs fine on the headset, but I can't preview anything with the play buttonAfter trying all of the different Unity versions, I found this thread on the Unity forum which narrowed it down to headset functionality breaking at 74, so I installed 72 and lo and behold the headset connects fine - passthrough and everything... but the interactions don't work. Hand tracking and controller tracking are broken both in editor and when I build, so using 72 is a non-starter if
Trying to submit my app for approval. Unable to get the Specs section of the Metadata tab to get approved. It doesnt show any errors or any VRC points to look into.Tried all possible combinations of controllers, internet requirements, play area etc. Does not approve my entries.
Hello!I have not found a proper way to report a bug to the Meta XR SDK team. Is this the right channel to do so ? Anyway here is my report.ProblemWhen changing pivot of an OVROverlayCanvas to something that is not (0.5, 0.5), the render context is truncated. I can see that the overlay camera used by the OVROverlayCanvas is not aligned with the canvas area.VersionsMeta XR Core SDK 77.0.0Unity 2022.3.62f1Minimal step to reproduceSetup a new XR empty project using Meta XR All-in-One SDK 77.0.0Create an OVROverlayCanvas 100x100Add a TextMeshPro text inside, size 100x100, and configure so that the text covers most of the area.On the OVROverlayCanvas use pivot (0,1)RunObserved: the text is cropped, only the top left part is visible.Expected: the text is fully visible on the canvas. Additional notelooking at the code, I think the overlay camera should be offsetted base on the pivot to always be centerd over the canvas instead of always being placed at localPosition = Vector3.Zero. Maybe
Message(本文):こんにちは、Meta for WorkアカウントでUnityとMeta XR SDKを使用してMRコンテンツを開発しています。Meta Quest Linkを介してプレイモードでテストしているときに、Link設定で「Passthrough over Meta Quest Link」オプションが利用できないことに気付きました。これにより、Unityでパススルー機能を使用しようとすると、黒い画面が表示されます。パススルーover LinkはMeta for Workアカウントでサポートされていますか?そうでない場合、エディターでパススルーをテストするための推奨される回避策はありますか?ご支援ありがとうございます。こんにちは。UnityとMeta XR SDKを使用して、Meta for WorkアカウントでMRコンテンツを開発しています。Meta Quest Link経由でPlayモードをテストしている際、「Passthrough over Meta Quest Link」の設定項目が表示されず、Unity上でパススルー機能を使用しようとすると黒画面になります。Meta for Workアカウントでは、この機能はサポートされていないのでしょうか?もしそうであれば、Unityエディター上でパススルーをテストするための代替手段があれば教えていただけると助かります。よろしくお願いいたします。
Hi Meta Developer Community,I'm reaching out to share our recent experience with app submission and to seek advice or support from fellow developers and the Meta team regarding the use of UVC (USB Video Class) devices on Meta Quest.🛠BackgroundOur team at Actions Micro successfully published the first version of our application on the Meta Quest App Store. However, when we submitted a new version of our APK, the upload process was automatically rejected by MQDH, citing the use of a prohibited permission:android.permission.CAMERA“The upload could not be completed because your application contains the following Android permissions that are not supported...”We understand from the documentation (Prohibited Permissions List) that android.permission.CAMERA is restricted for security reasons — and we fully support the need for those policies.:exclamation_mark: The IssueOur app does not use the Meta Quest’s built-in camera hardware. Instead, we support external UVC devices such as USB web
Hi AllI was wondering if anyone is familiar with the MovementBodyTrackingForFitness example in the Meta Movement SDK. Essentially to copy the pose data to a 3D character.The BodyPoseTimeRecorder stores the pose data but the data does not seem to correspond?!Best wishesNick
I'm developing UE 5.1.1 gameand saw this VRC that says SDK is a Required thing I'm currently using 'Meta XR' plugin and 'Open XR' Plugin.is this enough or do I also need to aplly 'Meta Platform SDK'?What is Range of 'Required SDK'??
Hello,We’ve noticed occasional delays in report availability - for instance, as of today 22 August 2025, the archive does not yet contain the files for 13 Aug, 15 Aug, 18 Aug, and 19 Aug - some days are just skipped.We would like to receive these updates daily. In June, July, there were no such issues.Does anyone have a similar issue?Ideally, it would be great to get access to app purchases information via API.
I can't get past that during setup, I don't have an organization. How do I avoid that in setup?
Could Meta please give us an option to add a Guest Account without having to create another Facebook account so that I could have my friends, family and co-workers test and try the Meta VR without worrying they would mess up my settings or play my saved games? It just seems like a very simple request that most people want. If anyone agrees, please bring this attention to Meta.
Wit is very good at understanding what both human voice and intent. but sometimes I want to make the player to say exactly what I set in the Utterance section. an example could be an in-game passcode. I don't know how to do it since Wit's response matcher seams to work differently than a simple speech-to-text converter. TLDR: I want to use wit in unity as a speech-to-text converter.any ideas?
I've received a report from someone who have noted that the "Start a Conversation" button is not displaying in the forum index. Obviously if that is happening to you, then you wouldn't be able to start a thread about it to tell me, so if you're having an issue, please send me a direct message so I can figure out how widespread this issue is. Thank you!
Hello, My account is locked and stuck in a loop, whenever I try to unlock it. I receive a request to unlock my account and when I press Get Started button, I start the verification process. I get 5 options to verify my account - sms, email, whatsapp, credit card & ID. I've tried all 5 options to unlock my account and none work due to technical error, which you can see in the attached screenshots. I've tried unlocking my account through laptop Mac, windows PC, iphone and android phone and also through Chrome, Safari & Opera browsers, nothing works. I get stuck in the same technical error. Please help me regain accoss to my Facebook profile, since there are a lot of ads running at the moment with high budgets and I cannot access them.
Quest 2/3/Pro Camera2 API Plugin - Camera Access Implementation Sample for UE5See it in action: https://x.com/LideTark/status/1954934076714148207 I’ve created a plugin that accesses Camera2 API via JNI on Quest 2/3/Pro, retrieves camera feed as UE texture, and displays it on a Widget.Originally developed as a base for QR code recognition using Quest’s camera, I’m releasing this as an implementation example of Camera2 API access.Environment:Tested with UE 5.3Works on Quest devices only (verified on Quest 3)Does not work in Editor/PCVR (returns null texture by design)Notes:Fixed resolution at 320x240 (v1.0)Color calibration in progress (slight orange tint)Camera permission required on first launchPlease use this as an implementation sample for accessing Camera2 API on Quest.Repository: GitHub - tark146/UnrealAndroidCamera2PluginLicense: MIT License (free for commercial and non-commercial use)
When a Meta Quest Pro Controller is kept relatively still (even if your hand is shaky!), the tracking gets disabled until a couple of moments after a large movement.I have disabled auto-switching to hand.The biggest issue is that during this time, InputTrackingState/InputActionProperty flag isn't appropriately set to show that tracking is invalid. This applies to both:`UnityEngine.InputSystem.XR.TrackedPoseDriver.trackingStateInput` and `UnityEngine.XR.Interaction.Toolkit.currentControllerState.inputTrackingState`So, how do I prevent the controller tracking randomly turning offOR how do i detect when it turn off??
Hi everyone. I'm new to VR development and just created my first VR project in Unity for Meta Quest 3. When I run the game through Unity Link (Oculus Link) from my PC, it works smoothly with good graphics and no lag. My PC has 32 GB RAM and the game uses around 9 GB while running. But when I build it as an APK and run it directly on the Quest 3, I get problems like lagging, lower graphic quality, flickering, and sometimes low memory warnings. I know Quest 3 has only 8 GB RAM, so that might be part of it. But I would really appreciate help on how to optimize the game for Quest 3, what settings or methods I should use to reduce lag and improve quality, and whether there are tools to check what is using up memory on the Quest. Thanks a lot. I'm learning and want to get better at building for VR.
I am unable to submit my application for review.I have completed all the required fields, but the Specs section is not going green.I have created a ticket on Oculus Support and they redirected me here.As far as I can tell, I have completed all the required fields.
Hi everyone,I’m developing an educational XR application for Meta Quest 3S devices, intended for public use in a science center.I’m trying to deploy the app in Shared Mode via Meta Horizon Managed Services (HMS). My application uses:OVRManagerPassthrough API for basic passthrough functionality (showing the real-world environment as a background layer).I do NOT use:Scene UnderstandingSpatial AnchorsObject AnchorsAvatars SDKPlatform SDK APIs However, when I upload my updated APK to HMS, I keep getting the error:Shared mode: contains Insight SDKI have tried::white_heavy_check_mark: Removing all references to Scene Understanding scripts (e.g. OVRSceneManager, OVRSceneAnchor).:white_heavy_check_mark: Removing Spatial Anchors scripts.:white_heavy_check_mark: High Managed Stripping Level to reduce unused code.:white_heavy_check_mark: Cleaning up Assembly Definitions.But the Insight SDK warning still appears, even though my app only uses passthrough. And so the app won't update.My questio
We’re working on integrating a new license system for our VR training app and were hoping to get insights on two related issues we’re facing — particularly in the context of Meta for Work (MHMS).Accessing MHMS Distributed FilesWe’d like to support large-scale deployments by allowing customers to deploy encrypted license files to headsets via Horizon managed services (there us an option there to deploy files to devices). File distribution itself works fine, but we haven’t found a way to read these files from within the app at runtime, i.e. to have the proper permissions to read those files. Do you have any guidance on how to access these files from the app?Storing License Info LocallyWe also want to store license data locally on the device after activation (while online, in the case were they do not want to distribute license files), so the app can validate the license even when the device is offline. This is essentially the same encrypted data as the distributed file, just generated on
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