Broken Quest 3S Cameras
My Meta Quest 3S (SN: 340YC10G8N0PVR) has suffered a total hardware failure. The device is stuck on a permanent Black Screen, and the controllers have entered an Infinite Rumble loop that does not stop. I have already performed the 'Last Resort' Factory Reset, but the hardware remains unresponsive. The Tracking Service has failed entirely, and even the Gaze Dot has disappeared from the display. I have also attempted to boot from both Slot A and Slot B, but the 'Blind Setup' wall persists due to the physical failure of the tracking cameras. Since a full system wipe (Factory Reset) did not resolve the issue, this is clearly a hardware-level defect. I am requesting an immediate warranty replacement to Meta so I can restore my data and return to the Metaverse.54Views0likes2CommentsProblem with SharedSpace and Colocation
I'm currently working on a mixed reality project, the idea is to allow two players who are physically in the same real world space to place objects around the room. Right now I'm working on the multiplayer part of the project. I used a custom script instead of the Building Blocks to connect both users using Photon Fusion and create a room with a code. The problem is that, during testing, the players do not see objects in the same positions. The objects move correctly, but they appear in different locations for each user. To fix this, I started looking into Space Sharing and Colocation so I can ensure both users share the same room alignment and anchors. I started implementing it, but I ran into another problem: I don't seem to be able to test it properly, is the only way to test this with two physical devices? Currently, I'm trying to test using one device and the Unity Editor with XR Simulator. When testing, I can see all the debug logs on the device build. When using the XR Simulator, it does not finish the process of creating the anchor IDs, and if it is running as the client, it never finishes retrieving the anchors either, in both cases, it only shows: "Starts the process..." (<- my debug log) For the Building Blocks, I'm using Passthrough, Shared Spatial Anchor Core, NetworkManager, Platform Init, and Effect Mesh to verify whether both users are sharing the same room.60Views0likes3CommentsPuzzleDeck: Spatial MR Puzzles with Full-Scale Reveals
I’ve been building a mixed reality puzzle experience for Meta Quest 3/3s and just got it live on the Store. Would love some testers and honest feedback. I’m part of a super small team of three that loves building immersive experiences and mapping digital content to the physical world. It’s called PuzzleDeck. You load different puzzle kits and after each one is complete you unlock something that’s only possible in XR. Build a Great White Shark and see what 6 metres looks like standing in your living room. The reveal was one thing I felt was missing from puzzle building and could be really interesting in XR. I also wanted to build something that my kids would have fun with too. The Ocean Giants Puzzle Kit (Shark, Whale, Orca) is the free launch collection. Would genuinely love feedback on pretty much anything and everything. https://www.meta.com/experiences/puzzle-deck/27000539009540439/25Views1like0CommentsExploring Body Tracking via Wi-Fi CSI – A Newbie's Proposal
Hi everyone! I’m new here in the community and I’ve been diving deep into how we can push the boundaries of standalone VR tracking. As a fan of the Quest ecosystem, I’ve been thinking about a challenge we all know: tracking parts of the body that are out of the cameras' line of sight. I’ve been researching Wi-Fi CSI (Channel State Information) and was wondering if we could use the wireless signal already present in the headset to help with body tracking. Since Wi-Fi signals are affected by human movement (even through walls or behind the back), could this data be used to complement the existing IMU and optical tracking? The idea would be to use the CSI amplitude and phase changes as a secondary data layer to "guess" limb positions when the cameras can't see them. I know it’s a technical challenge, but I’d love to hear from more experienced devs here: Does the current Quest hardware allow low-level access to CSI data for this kind of processing? Could this be a viable way to achieve "Full Body Tracking" without external sensors in the future? I'm just starting to develop this concept and would appreciate any feedback or pointers to existing documentation! Best regards, Vinícius (Jurusbango)36Views0likes0CommentsProposta: Rastreamento Corporal Total via Wi-Fi
Subject: Proposal: WiFi-based Full Body Tracking using CSI (Channel State Information) Message: Hi Meta Dev Team, I would like to propose a feature that could revolutionize body tracking on Meta Quest headsets without requiring external trackers or extra cameras: WiFi-based Motion Sensing using CSI (Channel State Information). The Concept: Every time a person moves between a WiFi transmitter (router) and a receiver (Quest), the signal undergoes phase and amplitude distortions. By accessing the CSI data from the Quest’s WiFi chipset, we can analyze these signal patterns to identify body posture and movement in real-time. Technical Implementation: Signal Analysis: Utilize the 5GHz/6GHz signal fluctuations to map the user's silhouette and limb positions. Machine Learning Integration: Use a lightweight neural network to translate CSI "shadows" into skeletal data, similar to how researchers have successfully used WiFi for "through-wall" sensing. Hybrid Tracking: Combine this WiFi data with the existing Inside-Out tracking and IMU data to fill in the gaps when the controllers or legs are out of the cameras' field of view. Why this is a game-changer: Zero Cost for the User: No need for Vive trackers or Tundra trackers. Privacy: It doesn't rely on optical images of the room, just radio frequency patterns. Lower Latency: Direct processing of signal data can be extremely fast on modern SOCs. I believe this would make Full Body Tracking accessible to everyone and put the Quest even further ahead in the VR market. Best regards, Vinícius13Views0likes0CommentsURP Problem in MRUK Project
2026/05/11 15:29:48.618 29798 29832 Error Unity NullReferenceException: Object reference not set to an instance of an object. 2026/05/1115:29:48.618 29798 29832 Error Unity at UnityEngine.Rendering.Universal.UniversalRenderPipeline..ctor (UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset asset) [0x00000] in <00000000000000000000000000000000>:0 2026/05/11 15:29:48.618 29798 29832 Error Unity at UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset.CreatePipeline () [0x00000] in <00000000000000000000000000000000>:0 2026/05/11 15:29:48.618 29798 29832 Error Unity at UnityEngine.Rendering.RenderPipelineAsset.InternalCreatePipeline () [0x00000] in <00000000000000000000000000000000>:0 2026/05/11 15:29:48.618 29798 29832 Error Unity at UnityEngine.Rendering.RenderPipelineManager.TryPrepareRenderPipeline (UnityEngine.Rendering.RenderPipelineAsset pipelineAsset) [0x00000] in <00000000000000000000000000000000>:0 2026/05/11 15:29:48.618 29798 29832 Error Unity at UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipelineAsset, System.IntPtr loopPtr, UnityEngine.Object renderRequest) [0x00000] in <00000000000000000000000000000000>:0 2026/05/11 15:29:48.618 29798 29832 Error Unity UnityEngine.Rendering.RenderPipelineAsset:InternalCreatePipeline() 2026/05/11 15:29:48.618 29798 29832 Error Unity UnityEngine. I’ve run into this problem a couple of times now. Basically, the project works fine in the editor, but after building it and opening it on the Quest, everything is completely black. If I get too close to the walls, I can see the blue grid warning that appears when you are near the boundaries, but other than that, I can’t see anything. The first couple of times, reimporting the project library or setting the passthrough composition depth to 1 fixed it. I also tried checking the quality and graphics settings and creating a new URP asset, but none of that worked.29Views0likes0CommentsBeta Tab & Passthrough Toggle Missing in Meta Horizon Link (v83) - Wired Link
Hi everyone, I’m seeking help regarding a change in the Meta Horizon Link software (Windows) that has disrupted my MR development workflow. The Issue: Previously, I used the "Enable Passthrough" toggle within the Settings to test MR features in Unity. When enabled, I could see the passthrough background in my Quest 3 while in Unity Play mode. However, in the current version (83.0.0.330.349), the "Beta" tab has completely disappeared from the Settings menu, and I can no longer find the Passthrough toggle anywhere else. Consequently, passthrough is not functioning when I press Play in Unity. My Setup & What I've Tried: Meta Horizon Link Version: 83.0.0.330.349 Connection: Wired Link (USB-C) Headset: Meta Quest 3 OpenXR Runtime: I have already confirmed that "Meta Quest Link" is set as the active OpenXR Runtime in the General tab. Development Tool: Unity Questions: Is the "Beta" tab being deprecated or moved in version 83? Where can I now find the setting to enable Passthrough over Link for Unity development? Is this a known UI bug in this specific version, and is there a workaround to force-enable passthrough? Testing MR functionality is critical for my project, so any guidance would be much appreciated. Thank you!Solved476Views0likes7CommentsThe Navigator Identity Crisis: A Call for Design Sovereignty and Customization.
To the Meta Design Team, you are making your device worse by trying to be someone else. Meta was the leader because you were the ones who actually figured out how to make standalone VR functional and accessible in the first place. For you to throw away the very leadership you built just to become a knock-off version of Apple is a total failure of vision. You didn’t need to reinvent the wheel, you just needed to polish it. Instead, you’ve scrapped a great, functional interface for a filtered version of the Vision Pro. By forcing the Navigator into a rigid, head-locked position, you’ve sacrificed user sovereignty for a spatial look that you don't even have the eye-tracking hardware to support on your current mainstream headsets. Even if your next device has that hardware, the millions of people using your hardware right now shouldn't be forced into a "look-to-lock" logic that makes the system feel broken. Taking away the ability to freely grab and park windows, forcing us to re-center our entire world just to move a menu is a massive UI/UX regression that makes the system feel less capable and more restrictive. This interface feels like it was designed by geeks who prioritize clean code and data structures over how a human being actually moves their hands and head in a room. Mark Zuckerberg started with a site that was nothing but white backgrounds and blue text a bland, sterile database and that same nerd logic has now infected the Quest. A nerd designs a menu based on where it’s easy for the code to sit; a designer or a real user needs it where their hand naturally wants to reach. Your current interface is the definition of mayonnaise tech: bland, sterile, and corporate. You finally made the Navigator transparent, but you stopped halfway. Transparency isn't just a style choice; it’s a mechanical need in a spatial environment. Why are the store, the menus, and the sub-folders still stuck in these solid gray and white blocks? Every single window should be transparent by default. This is the obvious direction for the medium, yet you're forcing us into light versus dark folders instead of just providing opacity sliders. Users need the ability to choose if they want to block the world out or let their room shine through. It is 2026, so being stuck with gray and white as our only options is a joke. A simple color wheel for the UI would allow for a green aura, a blue glow, or custom highlights for menus. A transparent green theme should be a simple slider adjustment, not a corporate mandate. You already had a winning format with the original Quest interface. You didn't need to scrap it; you just needed to make it transparent and give us the tools to move it. You need to restore the "grab-to-slide" logic so we can orbit windows 360 degrees and park them to our left or right without the system fighting us. Stop trying to look fashionable through imitation. You built your success on utility and being the original in the standalone space, don't throw that away to be a second rate copy of a competitor. Give us back the original soul of the Quest, enhanced with the transparency and the customization that this technology actually demands.117Views0likes1CommentUnity-SpaceSharing sample fails with shareLocalScene failed: FailureOperationFailed (-1006)
Hi, I am trying to use the Unity-SpaceSharing sample: https://github.com/oculus-samples/Unity-SpaceSharing What I’m seeing in the logs is: Repeated local anchor read failures with error -60001 Then shareSpatialEntity failed with GraphQLError code=2128008 A server message saying some anchors could not be found in the cloud by ID Also, Mesh upload through cloudAnchorService is not supported My questions are: Is FailureOperationFailed (-1006) usually caused by anchors not being uploaded or not being available in the cloud yet? Is there a known issue in the sample where sharing a manually collected anchor list can include unsupported scene or mesh anchors?72Views0likes1CommentMeta Quest Unity Real Hands Building Block not showing real hands
Hi all! I'm somewhat new to VR development, especially in mixed reality. I am trying to use Meta's Real Hand building block, but I can't seem to get it to work. I have a very basic scene with some of the fundamental building blocks (camera rig, passthrough, passthrough camera access, interaction rig), along with the real hands building block and a single cube. When I build the project to my Quest (Meta Quest 3), and move my hands in front of the cube, I can only see the virtual hands - the occlusion does not work to show my real hands (i.e. it works the same as it did before I added the Real Hands building block). Why is this and how can I fix it? Unity Version: 6000.3.4f1 Meta Quest Packages: Meta XR Core SDK (85.0.0), Meta MR Utility Kit (85.0.0), Meta XR Interaction SDK (85.0.0) Steps to Replicate: Create a new empty scene Add the following building blocks: Camera Rig Passthrough Passthrough Camera Access Interactions Rig Real Hands Add a cube at (0, 0, 3) Build the project and deploy to the Quest Wave your hands in front of the cube - only virtual hands are visible, not real hands84Views0likes1Comment