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Participant
July 19, 2026
Question

Shared Spatial Anchors: localization works on some Quest 3 headsets but not others

  • July 19, 2026
  • 1 reply
  • 56 views

Hi all,

I'm running a Unity app on Quest 3 that uses Shared Spatial Anchors. This setup worked reliably for a long time, but with a newly created shared anchor and a OS update later I'm now seeing inconsistent behavior: some headsets localize the anchor correctly, while others fail to localize it at all. I try

var loadResult = await OVRSpatialAnchor.LoadUnboundSharedAnchorsAsync(groupUuid, unboundAnchors); 

 and I get a -1006 as error message) Sometimes I have to wait for minutes then it suddenly works sometimes not at all.

Things I've already checked:

  • Enhanced Spatial Services is enabled on all devices (Settings > Privacy & Safety > Device Permissions)
  • Scene permission is requested/granted in OVRManager
  • Wi-Fi/network connectivity looks fine on all headsets
  • Users walked around the room in passthrough before attempting localization

Has anyone else run into shared anchors suddenly becoming unreliable across a fleet of headsets, with no changes on the app side?

Meta XR SDK version: 201.0.0
Unity version: 6000.0.60f1
Horizon OS version(s) on affected headsets: 2.5

Any pointers appreciated.

1 reply

New Participant
July 20, 2026

I hit something similar a while ago. If some headsets localize the same shared anchor while others never do, I'd first check whether LoadUnboundSharedAnchorsAsync() actually returns any unbound anchors before localization. Also log the result from LocalizeAsync() to see if it's a download or localization issue. Since this started after the Horizon OS update with no app changes, it could be an OS or SDK regression. Does creating a brand new shared anchor today show the same behavior, or is it only older anchors? That would help narrow it down.