System Menu appears on finger pinch – how to disable it?
Hi everyone, I’m developing a standalone VR app for Meta Quest 3 that uses hand tracking (no controllers). However, when users pinch their thumb and index finger, the System Menu unexpectedly appears — interrupting the experience. This seems to be the default system gesture for opening the Meta Menu in hand-tracking mode. For a VR application, this causes a very uncomfortable and distracting experience for users — especially when they accidentally trigger the system UI during normal interaction. I’d like to ask: 1. Is there any official way or API to disable or suppress the system menu gestures (like the pinch or palm-up menu)? 2. Can this be done at runtime through Unity / OpenXR / Meta SDK settings? 3. If not, are there enterprise or MDM settings (e.g., ManageXR, ArborXR, etc.) that allow disabling these gestures? Any confirmed solution or workaround would be greatly appreciated — even a partial one (for example, disabling only the pinch gesture while keeping hand input active). Thanks in advance! Naetib193Views1like10CommentsMovement 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.32Views0likes0CommentsHip Pinning not working with custom Avatar (Avatarsdk) - Knees and feet are floating
Hello (I am using a translation tool, so I apologize if any of my wording is strange. Please see the attached screenshot of my Inspector settings.) I am trying to implement the Hip Pinning feature from the Movement SDK in my own scene, using a custom avatar. What I am doing: I am using the official Meta Movement SDK Hip Pinning sample scene (MovementHipPinning) as a reference. (Reference: https://developers.meta.com/horizon/documentation/unity/movement-advanced-samples ) I am using a custom avatar created with Avatarsdk (metaperson.avatarsdk.com), which uses a standard Unity Humanoid rig. (Avatar Source: https://metaperson.avatarsdk.com/ ) I have set up the Character Retargeter on my custom avatar and added a Target Processor Container for Hip Pinning, similar to the sample. The Problem: In the official sample scene, the avatar sits perfectly, and the knees are correctly positioned. However, with my custom avatar, when Hip Pinning activates: The knees bend at a strange angle. (They point in the wrong direction.) The knees are floating (not in a natural sitting position). The feet are also floating and do not touch the Target Foot locations. What I have tried: I believe this problem is related to the Transform coordinates set in the Target Processor Container (specifically the Target Foot and Target Hint objects). I have spent a lot of time adjusting the positions of these Transform objects (moving the Target Hint further away, changing the Target Foot position, etc.), but I cannot get the avatar to sit correctly. My Goal: My goal is the same as the sample scene: to have my custom avatar sit correctly on a chair, while still allowing the upper body (head and hands) to move freely. My Questions: How should I correctly position the Target Foot and Target Hint transforms for a custom avatar? Are there specific rules for placement based on the avatar's proportions? Are there any other settings within the Character Retargeter that I need to check when using a custom (non-Meta) humanoid avatar for Hip Pinning? Thank you for any help you can provide.17Views0likes0Comments