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ZimmerJ's avatar
ZimmerJ
Honored Guest
5 months ago

Unexpected Positional Tracking Issues with Meta Quest 2 over Air Link (Research Setup)

We are running a research project using a Meta Quest 2 via Air Link to stream content from a Windows PC. The setup uses a local 5GHz network (no internet access) dedicated to the Air Link connection. The PC itself has internet access, and the Meta Quest Link app is up to date.

Our application is a Unity build that has not been changed since data collection began in December 2024. We use only natural movement (e.g. no controller input) and the Guardian is disabled.

For the first few months, everything worked reliably. However, for the past ~10 weeks, we've observed increasingly frequent issues with positional tracking. Participants will suddenly "jump" forward or backward by several decimeters, sometimes rotate abruptly, or experience vertical position shifts of up to 80 cm.

No physical changes were made to the room or environment. The issue persists across both the original and a newly purchased headset. Since I’ve ruled out the network, room layout, and application itself, I suspect the issue may be caused by recent changes in Air Link or the Meta Quest Link app.

Has anyone encountered similar problems in recent months?

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  • I have had a problem where maybe 1 out of a 100 times the player is 1/2 way through the floor on start. I restart, then it is normal. Nothing has changed. 

    If you do file a bug as Casey suggests, if it is convenient, could you please keep this list up to date on anything you find?

    Thanks!

  • I'm experiencing a similar issue, and I've successfully reproduced it in the demo scene of Meta XR Core SDK (77.0.0)!

    My problem is that after building the APK, the XRHMD shows abnormal offset (can be observed through SplashImage or InputSystem output values), requiring manual view resetting to fix.
    (Note: Resetting outside the game has no effect + the current reset only applies to the current session. The same view reset issue reappears every time the game is relaunched.)
    (Additional note: The issue doesn't occur with PC streaming or Editor streaming - it only manifests when running the built APK on Meta devices.)

    For details, please refer to this discussion:
    https://communityforums.atmeta.com/discussions/dev-unity/openxr-hmd-track-input-error-about-the-meta-package-of-unity/1336572

    I also plan to immediately submit feedback through MQDH (Meta Quest Developer Hub), as this issue represents a critical bug for our project (incorrect Input values severely impact both the camera and character systems).