QR 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."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 Discords462Views13likes8CommentsBeta 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.451Views4likes6CommentsMR 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?375Views1like4CommentsBeta 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!Solved317Views0likes4CommentsLink 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? -Chilton275Views2likes6CommentsIs 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.247Views0likes5CommentsSolution to stream Passthrough View via Quest Link
Hi All, I'm working in an Unity project with a passthrough view enable for visualization purpose and I'm trying to find a solution to stream my Quest 3 view onto a TV or any display. Previously, I used the Quest Link from Unity to Quest 3 and used the iPad to cast my Quest 3 view onto it and connect it to an TV via HDMI. However, this doesn't seem like the best solution as I experienced some issued with it while running Quest Link. I thought about using some sort of dongle (Thunderbolt?) to connect it to Quest Link and have an HDMI out but I'm not sure if it works in the first place. To summarize, I would like to stream my passthrough view onto a TV WHILE using Quest Link from Unity (building the app onto quest 3 is not desireable). Cheers.213Views0likes4CommentswebXR 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 hear208Views1like2CommentsHorizonOS 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! -Sebastian201Views0likes2Comments