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rnd.apoqlar
Honored Guest
14 days ago

Horizon OS v2.4 breaks hand far-interaction in all OpenXR Unity apps

Posting here to surface a regression that's affecting our production app

on the Meta Horizon Store and appears to be hitting the broader OpenXR

ecosystem on Quest 3.

 

SUMMARY

Since Horizon OS v2.4 rolled out (week of 18 May 2026), the Meta Aim

Hand OpenXR extension (XR_FB_hand_tracking_aim) returns a stuck/invalid

aim pose. Any Unity app reading pose from the MetaAimHand input device

(via com.unity.xr.hands) loses hand far-interaction: the ray is stuck

pointing forward, and the grab interaction range tied to the ray is

also affected. Reproduces in the Unity Hub VR template project as well

as in our production apps

 

WHAT'S RULED OUT

- System-level hand tracking is healthy: works in Quest Home, 2D system

apps, and via XR_EXT_hand_tracking joint data inside the app itself

(near interaction with hands continues to work).

- Our MRTK-based sister app, which derives its hand ray from joints

rather than from the Aim extension, is unaffected — confirming the

breakage is scoped specifically to XR_FB_hand_tracking_aim.

- The latest Meta XR Core SDK / Interaction SDK (v201.0, April 15) and

Unity's com.unity.xr.hands (1.6.0-pre.3) and com.unity.xr.meta-openxr

(2.6.0-pre.1) all predate the v2.4 rollout — no upstream SDK fix

available to update to.

- The Hand Interaction Profile workaround restores a ray but with pinch

detection too sensitive for production use, which makes it unviable

for medical/clinical content.

 

VIABLE MITIGATIONS FOR SHIPPING APPS

Falling back to controllers, or computing a custom aim pose from

XR_EXT_hand_tracking joints directly (bypassing MetaAimHand entirely).

 

ALSO REPORTED

- Unity Discussions: https://discussions.unity.com/t/quest-3-openxr-hand-tracking-no-longer-works-after-2-4-update/1721513

- Filed on Meta Feedback Center (Inputs → Hand Tracking) for engineering

tracking.

 

ASK

Confirmation this is on Meta's radar, ETA on a Horizon OS hotfix or an

SDK-level workaround, and any guidance for affected apps shipping

today. Happy to provide additional repro details or logs (privately) if

useful.

4 Replies

  • The extension still tracks pinches so I'm currently fixing this by:

    • Adding the Hand Interaction Profile
    • Removing the graspFirm and graspValue input actions for each hand
    • Keeping the Meta Hand Tracking Aim feature enabled

    This uses meta pinching and the Hand Interaction Profile ray pose which is acceptable for now.

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