OSC/WebSocket/MQTT to Quest
Hi there, I'm trying for a few days to have something working on UE4.27 and I'm hitting a wall. I've made a blueprint where i'm able to receive OSC input data from a remote laptop to a UE4.27 app that then triggers an event (for now print something or play a specific audio cue). It works flawlessly on UE4.27 but as soon as I load the project onto the quest and send that same OSC input data it crashes the app on the Quest 2. I tried different ports, data formats but still the same behavior without much logs to learn from which make me wonder if the Quest forbids such incoming IP communication ... could someone confirm whether or not Oculus Quest accepts remote information (regardless of the protocol used). Maybe I'm missing something in the settings somewhere but I couldn't find much information about it. Thanks for your response4.3KViews2likes8CommentsUnity + Quest: repeated VK_ERROR_INITIALIZATION_FAILED error
I am updating an existing Quest game to use the latest Oculus integration etc. The game runs fine for a minute or so and then the visuals of the game freeze on one frame and the following is repeated on the log. It appears that the game is still running fine in the background because I can hear sounds that suggest that it is running fine, besides the visuals. Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2329) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2330) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 Warn FenceChecker FenceChecker: wait timed out after 100 msec Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2331) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 Warn FenceChecker FenceChecker: wait timed out after 100 msec Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2332) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 I am about to start the trial and error process to determine what the parameters are that cause the issue and what devices are affected by it. Here is some of my build information: Unity 2022.2.15f1 Oculus XR Plugin 3.3.0 Oculus Integration 53.1 (1.85.0) Device: Quest Pro System Version 50000390062500330 Version 53.0.0.147.132.475553041 Runtime Version 53.0.0.147.132.475553298 OS Version SQ3A.220605.009.A1 Please let me know if you have any information or if it might be a known issue with my software versions.Solved5.6KViews0likes16CommentsQuest Headset Freezing and Unresponsive During Gameplay, Unable to Force Shutdown - Seeking Advice!
Hello everyone, I am a developer for a VR game and we've received multiple user reports about a critical issue. Our game appears to be causing the Meta Quest headset to freeze and become completely unresponsive. Below is a user review that describes the problem: "I would give it 5 stars, but it broke my headset. My game froze and I couldn't shut my headset off, press any buttons without them not working, I couldn't even open up to the boot screen. This game is awesome but it breaks your headset. I held my power button for 5 minutes and it did nothing. Eventually my headset restarted and it started working again but I definitely would not recommend playing this game until this issue is fixed. Edit: This is a reply to the developer response. My game froze as I was coming out of the giant room after going through the portal with the key. I could not do anything and if I moved my head, that frame would move around creating a VERY nauseating experience. No buttons worked at all including the power button. This happened twice but the first time it was at a different spot, and for not as long." When the game freezes, it fully locks up the headset; surprisingly, even the physical power button fails to respond, which should normally force a shutdown. Investigation Efforts: We have already attempted the following methods to replicate the issue: Log Writing Test: We used a code to continuously write logs to fill up the Quest's storage. Even after the storage was completely filled, the game continued to operate normally. Memory Leak Simulation: We deliberately created a memory leak to exhaust the system's memory. This resulted in the game freezing, but the headset could still be normally shut down and restarted. Seeking Advice: Has anyone else encountered a similar issue with their applications? How could an application potentially affect the functionality of a physical button like the power button on the Meta Quest? This seems technically implausible, and we are trying to understand the scope and root cause of this problem. We are at a loss for other potential causes that might lead to this issue. Does anyone have any insights or suggestions on what else we could try? We appreciate any insights, suggestions, or similar experiences you could share to help us resolve this issue. Thank you!Solved1.1KViews1like3CommentsFIX YOUR LINK SOFTWARE
PCVR with Link is the absolute worst software I have ever used almost daily I will be in iRacing and the Link glitches out, the entire community knows it's trash and always suggest using Virtual Desktop. I Have recently purchased a Bigscreen Beyond 2 headset and will never use Quest again constant software updates and glitches. learn how to code software that doesn't suck.28Views0likes0Commentsv79 Dialog-Related Crashes in Android Settings
Since the v79 update, various dialogs in the Android Settings app are no longer accessible and crash the Android Settings app when opened. This includes, but is not limited to, the following: WiFi & Internet -> Private DNS Accessibility -> [ANY SERVICE] -> Turn On System -> Developer -> Wireless Debugging -> Pair with Pairing Code The following error is visible in LOGCAT: FATAL EXCEPTION: main Process: com.android.settings, PID: 2626 java.lang.IllegalStateException: You need to use a Theme.AppCompat theme (or descendant) with this activity. at androidx.appcompat.app.AppCompatDelegateImpl.createSubDecor(AppCompatDelegateImpl.java:926) at androidx.appcompat.app.AppCompatDelegateImpl.ensureSubDecor(AppCompatDelegateImpl.java:889) at androidx.appcompat.app.AppCompatDelegateImpl.setContentView(AppCompatDelegateImpl.java:772) at androidx.appcompat.app.AppCompatDialog.setContentView(AppCompatDialog.java:99) at androidx.appcompat.app.AlertController.installContent(AlertController.java:232) at androidx.appcompat.app.AlertDialog.onCreate(AlertDialog.java:278) at android.app.Dialog.dispatchOnCreate(Dialog.java:436) at android.app.Dialog.show(Dialog.java:325) at androidx.fragment.app.DialogFragment.onStart(DialogFragment.java:973) at androidx.fragment.app.Fragment.performStart(Fragment.java:3173) at androidx.fragment.app.FragmentStateManager.start(FragmentStateManager.java:625) at androidx.fragment.app.FragmentStateManager.moveToExpectedState(FragmentStateManager.java:290) at androidx.fragment.app.FragmentManager.executeOpsTogether(FragmentManager.java:1938) at androidx.fragment.app.FragmentManager.removeRedundantOperationsAndExecute(FragmentManager.java:1841) at androidx.fragment.app.FragmentManager.execPendingActions(FragmentManager.java:1778) at androidx.fragment.app.FragmentManager$5.run(FragmentManager.java:564) at android.os.Handler.handleCallback(Handler.java:958) at android.os.Handler.dispatchMessage(Handler.java:99) at android.os.Looper.loopOnce(Looper.java:218) at android.os.Looper.loop(Looper.java:310) at android.app.ActivityThread.main(ActivityThread.java:8250) at java.lang.reflect.Method.invoke(Native Method) at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run(RuntimeInit.java:552) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:978) This is a regression from v78 and prior versions, where these dialogs all worked as expected.75Views0likes1CommentS2S REST request not working on some users
So I have a backend for my game and I want to call some S2S requests to get user's data, purchaes and verify purchases. I am using the end point https://graph.oculus.com/${APP_ID}/viewer_purchases to get user's purchases. I provide access_token, user_id, and fields. Just like it mentions in the documention for IAP here https://developers.meta.com/horizon/documentation/native/ps-iap-s2s. The requests are working just fine with some users, but sometimes i enter a user id and get this error: here is an example of it working: if i just enter a random user id: (translation: it says thats an invalid user id) This is not just for this user, it happens for many users. Also it is happing for other requests like https://graph.oculus.com/${USER_ID} to get verified org_id and in consuming and verifying requests. I know that some of these requests dont work for meta test users (users that meta itself uses to test the game) but these users are real players. If anyone has any idea why this is happening please let me know. Side note: the consume_entitlement request also doesn't work sometimes where it throws a 500 is_transient error with code 2 but it still consumes the purchase correctly. weird...46Views0likes0CommentsMQDH Won’t Connect Quest 3 at Final Cable Step Despite USB and ADB Working
Hello everyone, I’m encountering a frustrating issue with Meta Quest Developer Hub (MQDH) v5.7.2 on macOS while trying to set up a Quest 3 running firmware V78. ISSUE DESCRIPTION I enabled Developer Mode on Quest 3 via the mobile app. In the Quest headset, I selected “Always allow USB access.” SideQuest and ADB (adb devices) can successfully detect the Quest 3. However, when I run “Set Up New Device” in MQDH, it stalls at the final step asking me to plug in the cable, even after doing exactly that. No prompt appears inside the headset; MQDH hangs without progressing. I tried reinstalling MQDH and rebooting both Mac and headset—problem persists. WHAT I’VE TRIED Verified Developer Mode is enabled, and USB Connection Dialog permission is granted. Confirmed USB‑C cable works (SideQuest and ADB both connect). Rebooted Quest and Mac multiple times. Uninstalled and reinstalled MQDH, cleared caches/settings. Used both bundled Quest cable and a known good USB‑C data cable (I tested USB 3.2 cable / Thunderbolt cable with Mac mini USB‑C Thunderbolt port). adb works fine. REQUESTED HELP Could someone please advise on potential causes why MQDH stalls even though ADB and SideQuest work? Has anyone else experienced this on Quest 3 running firmware V78 with MQDH 5.7.2? Are there any logs or advanced diagnostics I can capture to pinpoint the blockage? If anyone has successfully connected MQDH after the V78 update, what steps resolved it? FULL ENVIRONMENT INFO Headset Firmware: Quest 3 V78 MQDH Version: 5.7.2 (macOS) OS: macOS (latest version) USB cable: Verified data-capable USB‑C ADB Output: adb devices correctly lists the headset (adb cmd / MacDroid) MQDH Behavior: stuck at final prompt, no progress NEXT STEPS I’m considering doing a factory reset and strictly following the community-suggested flow (skip Air Link until first USB prompt), but not sure if firmware V78 changed behavior. Thank you in advance!94Views0likes0CommentsUnintended automatic Recenter when using hand tracking with Quest Link
Location of the issue: Quest Link home screen and applications using Quest Link Symptoms: - First, put on the Quest headset while it's in sleep mode. - The proximity sensor then wakes the Quest from sleep mode and launches the app. - At this point, if you use hand tracking to turn your palm towards yourself, it unintentionally triggers an automatic Recenter. Additional information: - Once this behavior occurs, it won't happen again until the Quest enters sleep mode next time. - This issue occurs not only in Quest Link apps but also on the Quest Link home screen. - The Recenter seems to trigger the moment the Meta button appears on the wrist. - We checked the log output using ADB, but couldn't find any relevant error information at the moment this issue occurred. This Recenter occurrence significantly disrupts the user experience when demonstrating apps that rely solely on hand tracking. When users move their hands, it unintentionally triggers a Recenter, causing confusion with the user's perspective and severely compromising the experience. If anyone has encountered a similar issue and found a solution, we would greatly appreciate your input. video: https://drive.google.com/file/d/1lxnDHhZV89W7NyO-GNWtaZdqp3jz4og0/view?usp=sharing1.7KViews1like3CommentsDoes Stencil Buffers work in Unreal 5.4.4 and Quest 3? its not working and I rememebr it use to work
if im not mistaken, didn't stencil buffers use to work in quest development? I cant seem to get it to work in quest 3 and unreal 5.4.4 https://www.youtube.com/watch?v=PiQ_JLJKi0M can anyone here let me know if this ever worked ? And if it did how do I get it to work again in quest 3 and unreal engine 5.4.4.693Views0likes1Comment