Weird graphic glitch on Quest 3 / 3s
I encountered this graphic glitch on Quest 3 /3s ... but the same app works flawlessly on Quest 1 and 2! It seems to appear on translucent materials only. I tried all the possibile fixes (custom depth, disable fog, disable depth fade, ...) but nothing worked so far. Suggestions? Ideas? It seems to happen in screen space and not everywhere (that "water" material and randomly around opaque meshes againts tranlucent ones and/or translucent againts opaque. Built with UE4.25 (Oculus branch) back in 2021 - and I won't refactor that on 4.26+ / 5.x ;)
14Views0likes0CommentsHorizonOS 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! -Sebastian160Views0likes2CommentsMeta XR Simulator 81.0 is not detected by Unity 6.2
I tried to install Meta XR Simulator as part of Meta All-in-One Package and with Meta Core SDK + Meta XR Simulator standalone setup, all components versioned 81.0 when I'm trying to enable Meta XR Simulator via any of menus where I could do it, I see the same log error every time: [Meta XR Simulator Installer] finished downloading https://securecdn.oculus.com/binaries-download-auth/?id=32431411879837787 [Meta XR Simulator Installer] HTTP/1.1 404 Not Found [Meta XR Simulator Not Installed] Installation failed, please report the issue on the bug tracker. [Meta XR Simulator Not Installed] Try using different version. Open Edit > Preferences... > Meta XR > Meta XR Simulator and choose different selected version. Somehow Unity doesn't detect that Meta XR Simulator is already installed and tried to do it again with an error. My Unity Version: 6000.2.14f1 My OS is Windows 11 Would love to provide any additional information333Views1like5CommentsIssues 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!169Views1like9CommentsSDK Preview Request
Project: https://wearables.developer.meta.com/devcenter/projects/897444649397117 App: GlassesViewer (HVAC training camera viewer) Error: 401 on maven.pkg.github.com/facebook/meta-wearables-dat-android Like: https://github.com/wolverin0/remote-pair-eyes (same SDK) Request: Maven token + preview access17Views0likes1CommentIssue with APK-to-APK Launch on Meta Quest — Unexpected Return to Lobby
Here’s the situation: APK(1) launches APK(2) using an intent — this usually works, but occasionally it returns to the Meta Quest lobby (immersive home)instead of opening APK(2). APK(2) then launches APK(3) — this frequently results in returning to the lobby (immersive home), and APK(3) does not open. All APKs are installed via "Unknown Sources" and are intended to run in VR mode. Tested on Meta Quest 2/3/3s, system version 81. Has anyone experienced similar behavior or found a reliable way to ensure smooth APK-to-APK transitions without falling back to the lobby (immersive home)?121Views2likes5CommentsNew patented solution how to control full-body avatar movements by Meta Quest 3
Our PAO-XR startup helps to settle associations between the end-user body gestures language and switching different types of full-body avatar movements animations. All associations are stored in the end-user's personal DB on his mobile or desktop device. So entire on-line interaction between the end-user and his avatar demands only a MOCAP device like Meta Quest 3 ( in spite of absence low-body MOCAP) and a standard mobile device. To implement the pilot project, we are seeking partners with developers of their own virtual simulations, focusing on full-bodied avatars controlled by end users (players) using the Meta Quest 3 suite, including mobile apps. For these interested developers, we are willing to invest in the implementation of our technology in their applications. For more details, please see our promo demo on our PAO-XR.COM website.36Views1like0CommentsQuest 3: 6GHz WiFi disabled when Country Code is AT (Austria)
Device: Meta Quest 3 OS Version: [v83.1032] Region: Austria (AT) Severity: High (Feature possibly broken for entire country) Summary The Quest 3 disables its 6GHz (WiFi 6E) radio specifically when the OS detects the Country Code AT. The hardware is fully functional and connects successfully to 6GHz networks when the device is in a temporary 00 (World) regulatory state. However, as soon as the OS detects an AT beacon and updates the Country Code, the 6GHz network immediately disappears from scan results and the connection drops. This indicates that the internal Regulatory Database (regdb) or wpa_supplicant configuration for Austria is outdated or incorrectly flagged as "6GHz Disabled," despite Austria fully adopting EU decision (EU) 2021/1067 allowing LPI use in the 5945–6425 MHz band. Technical Evidence & Reproduction: Working State (Country Code: 00): After a factory reset or specific reboot conditions, adb shell cmd wifi get-country-code returns 00. In this state, the Quest successfully detects and connects to my 6GHz AP (Asus RT-AXE7800) on PSC Channel 37 (6135 MHz) and Channel 85 (6375 MHz). Throughput is stable; wpa_supplicant logs show successful SAE authentication. Broken State (Country Code: AT): Once the device parses 802.11d beacons from neighboring routers, adb shell cmd wifi get-country-code updates to AT. Immediate Failure: The currently connected 6GHz session drops. Scanning Failure: adb shell cmd wifi start-scan followed by list-scan-results returns zero 6GHz networks. The radio effectively shuts down or filters out all 6GHz beacons. Router Configuration Used (Verified compliant with ETSI EN 303 687): Model: Asus RT-AXE7800 (but also observed same behavior for TP Link Wifi 6E Router) 6GHz (WiFi 6E) Mode: LPI (Low Power Indoor) Security: WPA3-SAE Channel: 37 (6135 MHz) - Note: This is a PSC channel and well within the Austrian 6425 MHz limit. Bandwidth: 80 MHz, 160MHz Result: Works on iPhones and Windows laptops in Austria. Fails on Quest 3 only when AT is active. Logcat Trace Analysis: The issue is reproducible by observing the transition from the default regulatory domain (00) to the local domain (AT). State 1: Country Code 00 (Working) The device connects successfully to 6GHz. wpa_supplicant confirms SAE authentication and association. SupplicantStaIfaceHalAidlImpl: connectToNetwork "MySSID"SAE wpa_supplicant: wlan0: Trying to associate with SSID 'MySSID' wpa_supplicant: wlan0: Associated with 08:bf:b8:xx:xx:xx The Trigger Event (Detected in logs): The system processes 802.11d beacons and updates the kernel regulatory domain. info/wificond: Regulatory domain changed to country: AT on wiphy_index: 0 State 2: Country Code AT (Broken) Immediately following the regulatory update, the 6GHz network becomes invisible to the scanner, despite using a valid PSC Channel (37) and LPI mode. The connection is dropped and cannot be re-established. WifiClientModeImpl: Network not found event received: network: "MySSID" wpa_supplicant: assoc key_mgmt 0x0 [Defaults to Open because Beacon is ignored by driver] Root Cause Conclusion: The regulatory table for AT (Austria) on Quest 3 appears to have a regression that either: A) Incorrectly blacklists the 6GHz band entirely, OR B) Enforces "Standard Power" signal requirements on "Low Power Indoor" (LPI) connections, causing valid LPI beacons to be discarded. Conclusion: The Quest 3 OS is falsely enforcing a 6GHz blackout for the AT ISO code. Austria is an LPI-approved region. Please update the OS regulatory tables to allow 6GHz (5945–6425 MHz) operation when the Country Code is set to Austria.25Views0likes0CommentsWhere did the controllers run off to?
Hello. I'd like to run meta quest 2 without my controllers. They seem to have broke well and run off with the dog or something. I don't know. But as it is, I have some goggles and they have been factory reset and how am I going to set them up without the controllers? Please explain9Views0likes1Comment