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rotuSeb
New Participant
November 12, 2025
Question

HorizonOS v81 update broke Passthrough in startup Splash Screens

Hi folks,

This is for a project in a C++ UE 5.5.3-0+oculus-5.5.3-release-1.109.0-v77.0 engine from official Oculus Branch.

A recent update to Horizon OS, likely v81, seems to have changed the way Splash screens are handled to now send the user to a black void with particles and wisps flying by. This has created a big problem for our MR application in that now NO Passthrough is visible during splash, which is causing us to fail VRC (Functional.14). This was not an issue before this OS update.

These are the settings and image (PNG with transparency) we are using:

Even forcing bAutoEnabled to True in DefaultEngine.ini does not help:

Setting to Black also gives the same result, which is the black void with a very low resolution proxy of the PNG we have: 

For reference, this was the behavior before the v81 update:

We also scouted other MR apps and it seems they face similar situations (?)

Any help is appreciated as we'd rather not request any waivers during our QA process.

Thank you!

-Sebastian

2 replies

VirtuallyARealDinosaur
Community Manager
November 18, 2025

Hello!

I'm sorry you're experiencing this.

Can you submit a bug report in the MQDH or to our Feedback Center?

Thanks!

EvilKimauw
New Participant
January 14, 2026

We are trying to get submission build together and hit this as well with a custom version of Godot engine. Thought I was going insane. Tested old build I know to have worked fine and likewise failed.

Obviously its a VRC so we don't want to submit if the OS bug will fail us.
---
Looks like the OS changed the undocumented namespace in the manifest default from mono to stereo I think. So we had to add this line to our manifest which fixed the issue.

Would be great if there was actually some docs on the "com.oculus.ossplash..." namespace especially considering its a VRC

<meta-data android:name="com.oculus.ossplash.type" android:value="mono" />