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! -Sebastian5Views0likes0CommentsMRUK: Object not automatically placed on floor in Meta XR SDK 78
Hi everyone, I am working on a Mixed Reality project using Meta XR SDK v78 with MR Utility Kit (MRUK) in Unity 6000.0.55f1 I want to automatically place a 3D machine model on the real-world floor when the scene loads. However, the object stays floating in mid-air instead of being positioned on the detected floor surface. Here’s the code I tried: var room = MRUK.Instance.GetCurrentRoom(); if (room != null) { var anchor = room.GetSurface(MRUKAnchor.SceneLabels.FLOOR); if (anchor != null) { transform.position = anchor.transform.position; transform.rotation = anchor.transform.rotation; } } But, this does not align with the real world in the floor it is in the mid air please let me know to how to fix this. Thanks in advance.37Views0likes2CommentsMR QRcode Detection.
what's the deal with this experimental feature? https://developers.meta.com/horizon/documentation/unity/unity-mr-utility-kit-qrcode-detection Just in the last 2 months I've been to 3 different international VR art festivals showing installation based stuff that uses passthrough and full immersive (some even with live performers!) that all struggled with headset drift, even with shared spatial anchors, which is also a chore if the headsets then need internet connection and individual meta accounts. This QR code dropping an anchor would be perfect for this, but it doesn't support micro QR codes!!! The QR codes need to be readable from a distance!!! Is it even safe to build this functionality using this experimental feature or is the intention from meta that the proper use of this is for reading data like app login info and not actually using it to create anchors of a real world space?51Views1like2Comments"You've moved too far" popup negatively impacts mixed reality applications
I want to support large playspaces in my boundaryless mixed reality game, but moving 20+ meters from the last recenter interrupts the app with this popup (even when boundaryless): Because of this distance leash, I've had to add my own 'guardian' to avoid user confusion and complaints: Users can defeat this annoying interruption by disabling ‘physical space features,’ an option tucked away in system developer settings, but this is annoying and potentially dangerous. It disables the guardian entirely, even in VR apps, and it’s easy to forget to re-enable. (I've done it before!) tl;dr: this pop-up nearly ruins my game, and the only way to get around it is potentially dangerous. Is there any safer way around this? Are there any plans to lift this restriction for large-scale mixed reality apps? Other examples Spatial Ops support page https://resolutiongames.zendesk.com/hc/en-us/articles/29172767544603-What-should-I-do-if-the-You-ve-moved-too-far-message-appears-when-I-ve-moved-too-far-from-the-starting-point Old forum post with several supporting replies [META QUEST 3] Bypass the "you've moved too far" popup | Meta Community Forums - 1186667 Twitter post with decent attention https://x.com/_xulipa/status/1970795999648997584 Complaints from my Discord Complaints from other Discords322Views11likes8CommentsCrash passthrough
Hi everyone, I'm facing a frustrating issue with passthrough on my Quest 3 (Horizon OS v72), and I'd appreciate any help. Originally, everything worked fine through Oculus Link (PCVR setup), but at some point, it completely broke, and now passthrough just shows a dark screen with vertical lines—like static interference on an old TV— instead of the real room. Followed the official Meta passthrough tutorial https://developers.meta.com/horizon/documentation/unity/unity-passthrough-tutorial sphere is visible, but the room is not, only darkness with lines.57Views0likes1CommentUnity 6.2.7f2 Simple Lit Shadergraph bug - Opaque shader is transparent on SDK v77 and v78
From our testing, we have come to the conclusion that simple lit shadergraph materials are transparent when played in mixed reality games. I am attaching two previews of different materials applied to four cubes in the scene, and then viewed on a meta quest 3 passthrough mode. The cubes have different materials with different parent shadergraphs and are labelled as such: (from left) Lit shader graph Simple Lit shader graph Unlit Shader graph Hard coded lit shader As apparent from the image, the problem resides in any material using any simple lit shader graph, if: material overrides is enabled in shader graph material override specifically being used in materials is not necessary for this bug to appear. As far as our testing tells us, the render order is still respected as you cannot see the left most cube through the transparency of the simple lit cube. So they aren’t turning into transparent shader, just appearing as one. Testing: 6.1.3f1: The engine worked flawlessly but had to be upgraded to 6.2.7f2 due to the security issue 6.2.7f2: Simple lit shader graphs are transparent, even if created from scratch Meta SDK v77 and v78 for passthrough - Both flawed in Unity 6.2.7f2 and both working in 6.1.3f1 HMD is Quest 3 SDK is Meta All in one, and Meta Core27Views0likes0CommentsPassthroughCameraApiSamples shows black image on Quest 3
Device: Meta Quest 3 System: Horizon OS v79.1034 Unity: 2022.3.52f1 Repo: github dot com slash oculus dash samples slash Unity dash PassthroughCameraApiSamples XR Plugin: OpenXR and Meta OpenXR Feature Enabled: Meta Quest Camera Passthrough Render API: Vulkan I am using the official Unity PassthroughCameraApiSamples repository on a Quest 3 running Horizon OS version 79.1034. All permissions android.permission.CAMERA and horizonos.permission.HEADSET_CAMERA are granted. I verified this in both the Android manifest and with adb dumpsys showing granted equals true. The app shows Permission granted in scene but the passthrough window remains black. Logcat repeatedly shows the following warnings. W ServiceManagerCppClient Permission failure horizonos.permission.HEADSET_CAMERA from uid 10028 pid 1742 W ServiceManagerCppClient Permission failure horizonos.permission.HEADSET_CAMERA from uid 10076 pid 2221 W ServiceManagerCppClient Permission failure horizonos.permission.HEADSET_CAMERA from uid 10124 pid 14678 My AndroidManifest xml core part looks like this. uses permission android name com.oculus.permission.USE_ANCHOR_API uses feature android name com.oculus.feature.PASSTHROUGH android required false uses permission android name com.oculus.permission.USE_SCENE uses permission android name android.permission.CAMERA uses permission android name horizonos.permission.HEADSET_CAMERA Already verified Meta OpenXR package installed OpenXR Android Meta Quest Camera Passthrough enabled Graphics API Vulkan IL2CPP and ARM64 build running directly on the headset not via Link Permissions granted in manifest and verified by dumpsys Camera Access toggle under Settings Privacy is ON Expected behavior The sample should display the passthrough camera feed once both permissions are granted. Actual behavior The on screen text shows Permission granted but the view stays black and logcat continues showing permission warnings from unrelated UIDs. Question Is this behavior expected on Quest 3 with Horizon OS version 79.1034 due to system level camera access changes since version 74 or newer, or should this sample still display passthrough video. If the latter are there any additional steps or updated APIs required to access the camera on version 79.1034.52Views1like1CommentwebXR on Meta Quest scan QR code?
Meta Quest with webXR and passthrough I have a webXR project with passthrough and this is working perfect on the Meta Quest 3s with the meta browser! Scan a QR code? But now I want to scan a QR code (printed on paper, laying on the table in the real world) in order to place digital content on top of this QR code. My browser is on the latest version 40.2. I was reading that webXR did not yet have access to the camera API. Is there some progress on this? When can we have access to the camera? Other solution for QR scanning? Or is there an other solution? I do not need the full camera access but only detect the QR code? We made QR scanning with meta quest working in Unity while access to the camera API is available in Unity. But as said we are really looking in this simple QR scanning solution for webXR? As addition to this. We work with three.js. I really hope that QR scanning will be available. This could make AR tours with QR scanning much more easy. And this scanning of a QR should only be done for example 2 times a second. Just to place the content on top of a QR in near-real-time. I really hope to hear64Views0likes0CommentsIs there any way to completely remove the boundary and make the play area unlimited size?
Say I have a very large area. Think of an empty warehouse bigger than a couple football fields put together. I want to create an AR application where my users can walk the entire area. The problem I'm running into is when I start walking I eventually hit the wall of the boundary and the AR application turns off, similar to what happens then you walk through the boundary while in VR. I get why this exists for VR but my users are in AR passthrough, so they can see their surroundings and are not going to run into anything. I need some way to allow my users to continue walking beyond the boundary without turning the AR application off. When I go into developer mode and disable the boundaries, A) that is only for development purposes (so I assume this means it won't work for a packaged application, and B) it turns off passthrough so AR is not an option. When I try to manually create the boundary using the "suggested boundary", I will start walking in a direction and the boundary behind me follows me, keeping the total size of the play area about 30'x30'. When I try to manually create the boundary using the spray paint lines, I hit an invisible "wall" while spray painting the boundary, and if I follow along the outer edge of this invisible wall with the spray paint, the area turns out to be a 30'x30' area. Is there a way to accomplish what I want to do? Is it possible create an AR application that allows users to walk around an area the size of 1-2 football fields? Thanks.114Views0likes5Comments