Quest Link Version Mismatch
I updated the Quest Link software this morning and since then handtracking in the Unity Editor doesn't work anymore. Also running the project takes a minute until it starts in the headset - before it only took 1-2 seconds. Last straw I can investigate is this version mismatch. How do I update the headset Link version? At this point I'd like to say to Meta that the developer experience is EMBARASSINGLY BAD and I recommend literally anyone who reaches out to me to not use Quest. Any help would be appreciated.609Views5likes7CommentsUnity Compile Error: WindowsXRSimInstallationDetector not found
Hi there, I'm running into an interesting issue on Unity 6.3, using the 83 SDKs. I have installed the simulator, however in my Unity project I get compile errors (and subsequently can't use the simulator) as it seems the script doesn't compile correctly. The following is the error: Library\PackageCache\com.meta.xr.sdk.core@06273138c40d\Editor\MetaXRSimulator\XRSimInstallationDetector.cs(87,29): error CS0246: The type or namespace name 'WindowsXRSimInstallationDetector' could not be found (are you missing a using directive or an assembly reference?) I've tried regenerating project files, reimporting assets and deleting the library folder, everything to no avail. Would be great to get some help regarding this!824Views5likes10Comments[Unity] Hide or disable hand-tracking logs
Hello, I am seeing thousand of logs like this one in `Android Logcat` window in runtime: 2026-05-05 12:37:37.045 28704 28939 Info InputDevice_Hand HANDTRACKING ADMIRE hand 1: hpm=1 -> shared=0 2026-05-05 12:37:37.045 28704 28939 Info [CT] HandPoseSampler: Filter reset 2026-05-05 12:38:22.126 28704 28939 Info InputDevice_Hand HANDTRACKING ADMIRE hand 1: hpm=1 -> shared=0 2026-05-05 12:38:22.126 28704 28939 Info [CT] HandPoseSampler: Filter reset This appear when using hands and even when using controllers. `Tag Control` can exclude them but then it doesn't show other logs unless I manually add all tags in the list and then deselect these two logs. currently I am using Regex Filter to hide them.110Views4likes3CommentsBeta 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.536Views4likes6CommentsUpdated Meta Horizon Link app to 85.0.0.239.552 and now USB Link breaks within a min or so.
Everything was working fine for months but after updating to 85.0.0.239.552, my USB link is broken. After a min or so, the video craps out. Images below, video attached. This is not while playing games or dev'ing in Unreal or Unity. This is simply connecting my headset and going into PC link via USB-C cable. I simply go into PC link, wait about a min, and it craps out. After this happens, I can exit out of Link. When I disconnect and reconnect the USB cable, the headset registers the connect and pops up the USB debug window. But if I go to Quick Settings, the Link button says no PC is connected. Link functionality is broken. The ONLY way to reset Link is to restart the headset. Then I can go back into PC Link, wait a min or so, and then it craps out again. This has completely stopped all development on my project.532Views3likes6CommentsUnity 6.3 - Meta XR Core license error
Hello all With the latest release 83.0 and Unity LTS 6.3 I'm getting a package manager error with the Meta XR Core SDK. It is also telling me it's an entitlement package marked with than E. I have a pro license. [Package Manager] The following packages were not registered because your license doesn't allow it. com.meta.xr.sdk.core@83.0. Am I the only one getting this and what can be done? Sometimes I'm not getting the error but 99% of the time this is what I get. It happens on other computers and also with a personal edition license. I cannot work on the app because of this. I reverted to Unity LTS 6.0 and there is no problem.559Views3likes8CommentsFailed to poll initial positon, no head position found
Hello, I created a blank project in Unity 6000.0.37f1 and dowloaded the latest version of Meta All in One (v72) and Meta Avatars(v33). i just created a blank scene and added all the building blocks necessary for tests the new avatars (camera rig, virtual hands, passthrough, auto matchmaking and avatars). the project is correctly connected to an app on the store and the avatar spawn correctly, but after the spawn i got this two error: -[ovrAvatar2] OvrAvatarBodyTrackingMode.Standalone is deprecated, please use OvrAvatarBodyTrackingMode.None instead and set the InputTrackingProvider, InputControlProvider, and HandTrackingProvider properties of the OvrAvatarInputManagerBehavior MonoBehavior on the OvrAvatarEntity prefab/instance. this one as the debug say i just changed the tracking in None and it look fixed. -Failed to poll initial positon, no head position found UnityEngine.Debug:LogError (object) Oculus.Avatar2.MecanimLegsAnimationController:PollInitialPosition () (at Assets/Samples/Meta Avatars SDK/33.0.0/Sample Scenes/Scripts/LegsNetworkLoopback/MecanimLegsAnimationController.cs:624) Oculus.Avatar2.MecanimLegsAnimationController:UpdateState () (at Assets/Samples/Meta Avatars SDK/33.0.0/Sample Scenes/Scripts/LegsNetworkLoopback/MecanimLegsAnimationController.cs:280) Oculus.Avatar2.MecanimLegsAnimationController:Update () (at Assets/Samples/Meta Avatars SDK/33.0.0/Sample Scenes/Scripts/LegsNetworkLoopback/MecanimLegsAnimationController.cs:238) i lost two days for understand what is happening but still i didn't understand the problem. can you guys help me?Solved1.7KViews3likes7CommentsHorizon OS v2.4 breaks hand far-interaction in all OpenXR Unity apps
Posting here to surface a regression that's affecting our production app on the Meta Horizon Store and appears to be hitting the broader OpenXR ecosystem on Quest 3. SUMMARY Since Horizon OS v2.4 rolled out (week of 18 May 2026), the Meta Aim Hand OpenXR extension (XR_FB_hand_tracking_aim) returns a stuck/invalid aim pose. Any Unity app reading pose from the MetaAimHand input device (via com.unity.xr.hands) loses hand far-interaction: the ray is stuck pointing forward, and the grab interaction range tied to the ray is also affected. Reproduces in the Unity Hub VR template project as well as in our production apps WHAT'S RULED OUT - System-level hand tracking is healthy: works in Quest Home, 2D system apps, and via XR_EXT_hand_tracking joint data inside the app itself (near interaction with hands continues to work). - Our MRTK-based sister app, which derives its hand ray from joints rather than from the Aim extension, is unaffected — confirming the breakage is scoped specifically to XR_FB_hand_tracking_aim. - The latest Meta XR Core SDK / Interaction SDK (v201.0, April 15) and Unity's com.unity.xr.hands (1.6.0-pre.3) and com.unity.xr.meta-openxr (2.6.0-pre.1) all predate the v2.4 rollout — no upstream SDK fix available to update to. - The Hand Interaction Profile workaround restores a ray but with pinch detection too sensitive for production use, which makes it unviable for medical/clinical content. VIABLE MITIGATIONS FOR SHIPPING APPS Falling back to controllers, or computing a custom aim pose from XR_EXT_hand_tracking joints directly (bypassing MetaAimHand entirely). ALSO REPORTED - Unity Discussions: https://discussions.unity.com/t/quest-3-openxr-hand-tracking-no-longer-works-after-2-4-update/1721513 - Filed on Meta Feedback Center (Inputs → Hand Tracking) for engineering tracking. ASK Confirmation this is on Meta's radar, ETA on a Horizon OS hotfix or an SDK-level workaround, and any guidance for affected apps shipping today. Happy to provide additional repro details or logs (privately) if useful.169Views2likes2CommentsSudden Loss of Body Tracking & Crashes with Unity Movement SDK (Quest 3) since version 2.3 update
Hi everyone, I am experiencing a critical issue with the Unity Movement SDK on the Meta Quest 3, and I've noticed a few other developers mentioning the exact same problem recently. My project relies heavily on the Movement SDK, and it was working perfectly fine up until recently (around April 29th/30th). Suddenly, body tracking has completely stopped working. Here are the specific symptoms and the troubleshooting steps I've already taken: Persistent Crashes: The project now crashes consistently when hitting Play in the Unity Editor. It also crashes when I build and run it directly on the Quest 3. Older Builds Failing: I initially thought I broke something during a project update, but when I tested older, previously stable builds that had perfectly working body tracking, they also failed. My Setup: Device: Meta Quest 3 (Version 2.3.1034) Software: Meta Horizon Link (Version 201.0.0.73.547) Because older, untouched builds are now failing, this strongly suggests a bug or breaking change introduced in a recent Meta Horizon Link or Quest OS update rather than an issue within Unity itself. Is this a known issue currently being looked into by the Meta team? If anyone has found a temporary fix or workaround, please let me know. Any help is appreciated. Many thanks!!194Views2likes4Comments