Add a toggle or remove automatic boundary switching.
I noticed with the most recent firmware updates (yay, they get worse as a new one comes out that keeps breaking my headset), that Meta has literally made my headset unusable for me. Meta, I am disabled. I have issues where I have to take off the headset almost every 10 minutes, and it sucks, really it does. Life is already super hard for me, but what I DON'T need, is for my only source of entertainment, is to come back after a flare up episode of my disability, to find that just because I put my headset down, it switched the boundary from "Roomscale" to "Stationary". Now every single time my disability acts up, I have to take the headset off, deal with my disability, come back, put the headset on, minimize steamlink, go into my settings, turn off stationary and put it back to roomscale (if it lets me because sometimes the stationary boundary gets messed up and only asks me if I want the new stationary circle HERE), then get back into steamlink, only to get motion sick because my boundary changed when I put the headset back on, and once more when switching it back to roomscale, and then have another disability flare up 3 minutes after getting resituated back into VR. You turned my quest pro into a paperweight. I don't know what the hell is going on, but every firmware update after v71 has the quest experience worse an worse, to the point where I can no longer use the headset without it causing an extreme immense of mental anguish. I bought the quest pro to be happy and play games. Not to stress the hell out every time I put it on. Thanks for the $650 paper weight Meta. - A disabled customer19Views0likes0CommentsUnity-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 I consistently get: shareLocalScene failed: FailureOperationFailed (-1006) I have already checked the usual setup items. The app is in the Alpha release channel, the App ID is correct, MQDH/device setup looks correct, and spatial data sharing is enabled. 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 Two example anchor IDs mentioned in the failure are: ce6a45dd-d2bd-2115-e2d7-8ec57d8fcd58 9c4d1d9c-7949-392b-c39c-3ca9c3ee1547 I am calling the sample’s local scene-sharing flow from the MRUK room-sharing path, but I also tested a version where I manually built the anchor list from room anchors and child scene anchors. 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? Should the recommended approach be to use only room.ShareRoomAsync(groupId) or mruk.ShareRoomsAsync(mruk.Rooms, groupId) and avoid manual anchor collection? Does error -60001 indicate that the scene anchors need to be recreated or re-persisted before sharing? If helpful, I can also share the exact method I am using and a larger log snippet. Thanks.90Views0likes1CommentERROR_CLOUD_MESH_UPLOAD_FAILED(-400039)
Unity colocation build with MRUK, getting this error in Logcat and "host can't share the room with group xx-xx.." on immersive debugger... User ID and User profile active in dashboard, device has spatial permission enabled, project uploaded to alpha channel, my own user invited as tester, Keystore signed, tried with 4 different WIFI, no LLM has a clue... was working before upload alpha, What else should I check?215Views2likes5CommentsUnity-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?72Views0likes1CommentMRUK QR Tracking suddenly not working
I am making a quest3/3s app that uses QR codes for alignment, I was able to get the system working but suddenly this week I am now getting an 'MRUK Shared: queryCompleteEvent->result returned error code: -2', and QR tracking has stopped completely. The headset has stopped asking for me to confirm the environment setup before launching. I was able to confirm its broken on an old push and fresh project. I have spent most of a day trying to troubleshoot, but my best guess is something on the headset changed, and I have done all the troubleshooting steps on the headset and unity project as possible. Any ideas here would be extremely helpful. Ideally all i need is tracking, in fact, id love to remove the scene setup step, since the app is boundaryless and only uses the scene for QR code tracking support MRUK/Meta XR core/Meta Interaction/SDK Essentials all V85.0.0 Quest3 OS V2.1139Views0likes3CommentsIssues with Gaussian Splatting integration in Meta Spatial SDK (v0.9.2) – Standalone Quest 3
Hi everyone, I am an architect and urban planner, developing VR/MR projects in my spare time. I’m currently working on a native Quest 3 application to view Gaussian Splats for highly detailed virtual project tours. My Goal: Render native Gaussian Splatting (3DGS) on Quest 3 (Standalone). Synchronize the splat position with the real world for a seamless transition from Mixed Reality (MR) to Virtual Reality (VR) with a skybox. Targeting a minimum of 150k splats with stable performance. Previous Attempts: I initially used Unity with the Aras/Ninja implementations. While it works perfectly via Oculus Link (PCVR), it’s not viable for my needs because: PC Builds don't support the specific MR features I need for this project. The Android build (standalone) performance is extremely poor, even with optimized settings and a small 50k splat PLY file (unusable frame rates). Current Issue with Meta Spatial SDK: I’ve switched to the Meta Spatial SDK (Packages v0.9.2) to leverage the new native splat support mentioned here: Spatial SDK Splats Documentation. Despite following the documentation step-by-step: The splats do not appear in the scene. I am getting several reference errors (MissingReference/NullReference) that I can't seem to resolve. My Question: Has anyone successfully created a native Quest 3 APK using the Spatial SDK to run Gaussian Splats (~150k splats)? If so, could you share the correct workflow or point out common pitfalls with this specific SDK version? Any help or documentation beyond the official guide would be greatly appreciated!696Views2likes13CommentsscrollInfo is always zero when holding the trigger / too large thumbstick deadzone
My code has an input listener, and I am interested in thumbstick scrollInfo events. They work fine, but if I hold the trigger, the scrollInfo values are always 0, even though the internal PanelInputListener appears to receive the correct values, as it properly scrolls the UI when the trigger is held. I checked values of InputListener.onPointerEvent (addInputListener), and both isdkSystem.registerInteractableObserver and isdkSystem.registerObserver (I also tried creating a panel with PanelInputOptions(0)). 1) Is there a solution or workaround? Is it an intended limitation, or do you have plans to improve this? ...and extra related questions: 2) Is the thumbstick/scrollInfo deadzone ~0.2 intentional? (even though it is set to 0% in the OS) 3) Do you plan to expose scrollInfo without requiring pointing at a panel?44Views0likes0CommentsBest Method for LBE World Alignment on Quest 3: Shared Spatial Anchors vs QR Calibration?
Hi everyone, We are building a large LBE (Location-Based Entertainment) multiplayer experience on Quest 3 using Unity and Photon Fusion 2. Our play area is around 7.5 × 10 meters. We want to establish a stable, shared world origin across multiple headsets. I’m trying to understand the most reliable method for this and would appreciate clarification on the following: 1. Shared Spatial Anchors Are Shared Spatial Anchors considered the recommended solution for large LBE environments? Is there a clear, up-to-date development workflow or sample project for implementing SSA on Quest 3? 2. QR Codes / Visual Markers Is it technically viable to use QR codes (or similar visual markers) for 100% reliable positional calibration in a 7–10 m play space? Do these marker-based methods maintain accuracy over time for multiplayer alignment? 3. Third-Party Solutions Are there any third-party services or SDKs commonly used in VR arcades or arena-scale setups that provide spatial alignment for Quest devices? I’m looking for the most stable and commonly used approach for syncing the world space across multiple headsets in an LBE scenario. Thanks in advance!58Views0likes1CommentExperiencing soLoader issues with Meta Spatial SDK v0.10.0 update
Hello, I am trying to update my apps from Meta Spatial SDK from v0.9.2 to v0.10.0 and when deploying and running it on the Quest 3 headset, the application will crash and exit as soon as VrActivity runs onCreate. I am observing the following error on logcat: Abort message: 'JNI DETECTED ERROR IN APPLICATION: JNI NewGlobalRef called with pending exception java.lang.ClassNotFoundException: Didn't find class "com.facebook.soloader.MergedSoMapping$Invoke_JNI_OnLoad" on path: DexPathList[[zip file "/data/app/REDACTED_MY_APP/base.apk"],nativeLibraryDirectories=[/data/app/REDACTED_MY_APP/lib/arm64, /data/app/REDACTED_MY_APP/base.apk!/lib/arm64-v8a, /apex/com.meta.xr/priv-app/VrDriver/VrDriver.apk!/lib/arm64-v8a, /system/lib64, /system_ext/lib64]] The changes I did are minimal (version update on libs.versions.toml and XML component definitions and removing deprecated APIs). I tested also compiling several of the updated examples from the Meta-Spatial-SDK-Samples (such as MrukSample) and had the same behaviour: apps compile, deploy, open but crash as soon as entering in VR. Is anyone else having the same issue or is there anyone that was able to update successfully and run apps using the Meta Spatial SDK v0.10.0? Happy to provide further details if needed. Thanks in advance.Solved59Views0likes1Comment