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BigLimestone's avatar
BigLimestone
Explorer
1 year ago

quest3+metaXR+ue5.3.2=just one eye

I am writing a **Quest 3** **headset program** with **passthrough** in **Unreal Engine 5.3.2**. The headset and plugin versions are both **V62**. However, I'm encountering an issue: if I only use **MetaXR**, I can only see a **black background and rendered content in the left eye**, while the right eye has no issues with passthrough. Even if I turn off passthrough, only one eye is rendering. I've also tried using the **officially downloaded SpatialAnchorsSample**, but the problem persists. I can confirm that it's not a device issue because the same project renders without any problems in the **Unity version**. 🤔
 
If you have any insights or solutions, I'd greatly appreciate it! 🙏

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  • Does this still happen if you disable Dynamic Resolution in the MetaXR plugin settings? (v62)

    • BigLimestone's avatar
      BigLimestone
      Explorer

      I tried, but it didn’t work. At least in the plugin version of UE, switching to the branch version of UE resolved the issue, except for the inability to enable mobile spotlight support

    • BigLimestone's avatar
      BigLimestone
      Explorer

      it's difficult to explain, especially since pulling crash logs from Quest 3 isn't a straightforward task. However, I eventually switched to the branch version of Meta's UE (Unreal Engine), which resolved the issue—at least partially. Unfortunately, I still can't enable mobile spotlight support; doing so results in single-eye rendering problems. As of now, Meta's software support remains somewhat incomplete.