Movement SDK avatar separates from rig only when spawned after Quest 3 OS v81.1034 (Fusion 2)
Title: Movement SDK avatar separates from rig only when spawned after Quest 3 OS v81.1034 (Fusion 2)
Device/OS: Meta Quest 3, v81.1034
Unity: 2022.3.XX LTS
Meta XR Core SDK: X.Y.Z
Movement SDK: 74.0.0
OpenXR Plugin: X.Y.Z
Networking: Photon Fusion 2
Summary:
After updating the headset to v81.1034, the player works correctly if the avatar is pre-placed in the scene. When the player is spawned over the network, the retargeted avatar separates from the OVR/XR rig (visual offset/drift). This setup was stable for about a year and only started breaking after the OS update.
Video of the issue
Notes:
Some objects are intentionally disabled per guidance from the Movement SDK team for multiplayer (local-only tracking, remotes passive).
Request:
Could you confirm if this is a known regression/change in v81 and advise the recommended fix or version matrix? It’s frustrating to have working functionality break mid-development.
Thank you and waiting for response.