"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 Discords467Views13likes8CommentsBeta settings section gone from Link?
It seems that in 83.0.0.330.349 for some users the Beta section under Settings in the Link application has disappeared. When trying to set up a machine for a new developer, we no longer have the ability to enable passthrough and spatial data over Link. It seems that the absence of these options causes the Unity editor to crash for them when they try to run the application in editor mode. They do have a valid developer account, and are able to build and deploy to the Quest 3 just fine. A search for the relevant registry keys reveals nothing for them, where they do exist on machines that had the settings enable previously. Some of our existing developers also report that the section has disappeared for there, where other on the exact same version report that it is still there for them.463Views4likes6CommentsLink does not have passthrough enabled?!?
Hi guys, I'm getting this error... "Link installed on the machine does not have passthrough enabled which is used in the project. Please enable it in Settings > Beta > Passthrough over Meta Quest Link." It's happening because this code in OVRProjectSetupDeviceTasks is failing... private static bool IsPassthroughEnabledOnLink() { return GetLinkWindowsRegistryValue("PassthroughOverLink"); } I'm a little embarrassed to say this, but... I don't have a Beta section in my Settings. Where do I find look for this? -Chilton291Views2likes6CommentsQR code recognition is not working properly on the new version of Meta Quest.
I recently updated my Quest 3 to version v83, and since then, the app that handles QR code recognition has stopped working correctly. I tried reinstalling the app and a few other basic troubleshooting steps, but it still fails to recognize any QR codes. Is anyone else experiencing the same issue with v83? If someone has found a solution or workaround, I would really appreciate hearing how you resolved it.Accessibility Feature Request: Conversation Focus Mode for Ray-Ban Meta Display Glasses
Hi everyone! I’m a Ray-Ban Meta display glasses user who is hard of hearing and wears hearing aids daily. I’d love to see a conversation focus mode added that prioritizes voices directly in front of the wearer and reduces background noise. In busy environments, this would make a big difference for hearing-aid users and others who rely on clearer speech in real time. If this type of accessibility feature is ever developed, I would absolutely love the ability to have it added to my glasses and would be happy to provide feedback or participate in any beta or user-testing opportunities. I’ve also submitted this through support channels, but wanted to share here in case the team is gathering feedback.140Views1like0CommentsMR 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?390Views1like4CommentsPassthroughCameraApiSamples 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 79.1034.114Views1like1CommentwebXR 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 hear215Views1like2Comments