Unity Editor Crash During Play Mode with Link and Hand/Body tracking
Description: Since updating to Meta Horizon Link v85.0.0.239.552, developers using Unity 6 experience an immediate Crash to Desktop upon entering Play Mode. The crash occurs during the initialization of XR tracking subsystems. The error is originating from XR_EXT_hand_tracking.dll and/or XR_FB_body_tracking.dll located in C:\Program Files\Meta Horizon\Support\oculus-runtime\client-plugins\x64\. Environment Details: Unity Version: Unity 6.2 (6000.2.14f1) Meta Horizon Link Version: 85.0.0.239.552 (85.0.0.239.552) Horizon OS Version: 2.3 (Build 5208318.1010.520) Error Signature: Exception Code: 0xc0000409 (Stack Buffer Overrun) Faulting Modules: XR_EXT_hand_tracking.dll and/or XR_FB_body_tracking.dll Path: C:\Program Files\Meta Horizon\Support\oculus-runtime\client-plugins\x64\ Workaround: The .bak Method If you are encountering this crash and need to continue development using controllers, you can "hide" the unstable tracking DLLs from the Unity Editor. This bypasses the memory fault during the Play Mode handshake. Close Unity and the Meta Horizon Link PC app. Navigate to: C:\Program Files\Meta Horizon\Support\oculus-runtime\client-plugins\x64\ Locate XR_EXT_hand_tracking.dll and XR_FB_body_tracking.dll. Rename them by adding .bak to the end (e.g., XR_EXT_hand_tracking.dll.bak). Restart Unity. Note on PTC: This version (85.0.0.239.552) is currently circulating in the Public Test Channel. If you are enrolled in PTC, opting out may roll you back to a stable version, though the .bak method is a faster fix for those who need to stay on v85/Horizon OS 2.3 for other features. Note on Builds: This only affects the PC Link Runtime used for Editor Play Mode. Native Quest builds (.apk) are unaffected as they use the headset's internal drivers; tracking will function normally on-device. Link to first access post of same issue427Views14likes4CommentsStuck on loading screen forever in Meta Horizon Hyperscape (Quest 3)
Device: Meta Quest 3 App: Meta Horizon Hyperscape Issue Description: Since the first day I got my Quest 3, I have never been able to successfully load into any environment in Hyperscape. When I select a world (either a featured official world like "Gordon Ramsay's kitchen" or my own scanned world), it gets stuck on the purple "starry tunnel" loading screen indefinitely. The loading dots keep animating, but the environment never renders. I have tried waiting for several minutes, but eventually, I have to quit to the home menu. This happens to BOTH official featured worlds and my personal scans. Troubleshooting done: 1.Restarted the headset multiple times. 2.Reinstalled the app. 3.Tested on different Wi-Fi bands. (Note: My network can access other Meta services and the Store without issues.) Did anyone encountered this problem? I already update hyperscape and system to the latest version, but still doesn't work. And I also have enough storage space.82Views0likes1CommentMeta Quest Link not working anymore, stuck on grey loading screen
Hi! I'm really hoping that I'll get the help I need the help I need and been searching for weeks now. Here's the issue: I installed Meta Quest Link in order to use my Oculus Rift S, followed every instructions needed and I've been able to make it work without any issues. The actual interface once with the headset worked properly, I was using it like normal until when I tried to launch the ''First Steps'' experience for the first time, I ended in a loading screen on the headset and this screen above this text appeared on my PC within the Meta Quest Link app, it seems like I'm stuck in an eternal loading screen. I tried to close it and restart the app, nothing. I've even uninstall the app to reinstall it after, still nothing, repaired the app with ''OculusSetup'', also nothing. I can't make it past this loading screen and be able to use my headset like normal. I don't know what to do, I tried everything in my power. PLEASE HELP ME!Solved746Views0likes5CommentsPC FREEZES when plugging in CV1 USB
When I plug in my Rift CV1's USB cable into my motherboard the whole PC freezes and the only way to turn it off is via a forced shut down by holding the power button. If I leave it plugged in when starting, the PC freezes during or shortly after the Meta Horizon Link app starts. I've tried updating NVIDIA graphics drivers, updating/reinstalling Meta Horizon Link, updating motherboard drivers, disabling USB power saving on individual devices but nothing works. I've also tried both USB ports direct from the motherboard chipset and also ones that go through an internal controller first, with the same end result.82Views0likes2CommentsMETA XR on Mac OS - Meta Fork & UE standard install both failing
Has anyone had a problem with using the META XR plugin on the Mac? I have tried using the instructions exactly for developing for the Quest using UE on Mac absolutely by the book both using the Meta Fork of UE and doing a standard install and then installing the Meta XR plugin. Both are failing at deploy on my Quest 3. They either stop at the splash screen or crash out at the splash screen. However, with the standard install NOT using Meta XR plugin, it's starting correctly. Reenabling the META XR plugin then results in a crash, typically a shader crash. I'm relatively new to this so any recommendations are greatly appreciated. In case this is helpful: Model Name: Mac Studio Model Identifier: Mac13,1 Model Number: MJMV3LL/A Chip: Apple M1 Max Total Number of Cores: 10 (8 performance and 2 efficiency) Memory: 32 GB Thanks!75Views0likes0CommentsMeta's handling of xrCreateVulkanInstance requests duplicate extensions, causing crashes
Trying to execute a VR game with Vulkan when OpenXR runtime is set to Meta causes crashes before the application starts, although not always. I have checked with an empty Unity project that it only happens with Vulkan and Meta runtime environment. After much searching, it led me to this thread on the Unity forums from late 2023, early 2024, where someone from the support team clarifies that it is a problem on Meta's part, and they make that clear in this bug report. It's been over a year since this bug was reported to Meta by Unity itself and it still hasn't been fixed, we're unable to progress in the development of our game because of this bug. We need a fix for this critical bug ASAP.138Views3likes0CommentsMeta Quest 3: Low Memory Error
Hello everyone, I know a lot of people have had this problem but I can't seem to find a solution, it happens to me more often when playing Blade & Sorcery: Nomad but it will just randomly crash saying "Low Memory". Was trying to play it last night but crashed about 3 times within about 5 minutes of each other every time.7.4KViews0likes2CommentsKnown Issue: Closing Steam VR crashes Dash
Hi everyone! We're seeing a small group of Steam VR users finding that Dash is crashing on headset and that their PC is becoming unresponsive once they quit the app. The team is working on identifying and fixing the root cause of this issue, and right now the investigation shows that this is likely related to Hardware Accelerated GPU Scheduling being enabled when using certain Nvidia GPUs. If you're having this issue, there is a workaround In the meantime! You can prevent this happening by disabling the Hardware Accelerated GPU Scheduling feature. To do so, follow these instructions. If you need any further help or have noticed other bugs around Steam VR, please comment below. Let me know if you have any questions!19KViews9likes15CommentsApp crashes when grabbing attempt using Interaction SDK
I'm using Meta's fork of Unreal Engine 4.5.3 and I am using Interaction SDK. I tried to set up an actor to be grabbed, using the InteractionSDK, but whenever I pinch my object, the app crashes. The documentation is very vague on how to set it up, and I tried to copy the Hierarchy from the sample project, but I don't know what is causing the crash. I'm testing in a packaged app on my Quest Pro. The sample project does work as intended. I just added a BoxCollision to the actor IsdkInteractableWidget, and as a child to the BoxCollision, I added IsdkGrabbable component. As well as a IsdkGrabbableAudio. The widget does work with hand to poke and do raytrace interactions, so I am confident in the IsdkHandRigComponentRight and Left components.Solved1.5KViews0likes4CommentsAssertion Failed !bWasCanceled at AsyncLoading.cpp
Hello! Im starting to prepare my game for VR and using the launch option on quest 2 throws me this error line, crashing the game back to Meta lobby. Does anyone know what is happening here? or how I can track it better? LogAndroid: Error: === Critical error: === LogAndroid: Error: LogAndroid: Error: Assertion failed: !bWasCanceled [File:./Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp] [Line: 1517] LogAndroid: Error: LogAndroid: Error: [Callstack] 0x0000007169AE178C libUnreal.so(0x000000001243B78C)!FPrecacheCallbackHandler::RequestComplete(bool, IAsyncReadRequest*) [] LogAndroid: Error: [Callstack] 0x000000716934875C libUnreal.so(0x0000000011CA275C)!FGenericReadRequest::PerformRequest() [] LogAndroid: Error: [Callstack] 0x000000716563A3A4 libUnreal.so(0x000000000DF943A4)!FAsyncTaskBase::DoWork() [] LogAndroid: Error: [Callstack] 0x000000716563C7B0 libUnreal.so(0x000000000DF967B0)!FAsyncTaskBase::DoThreadedWork() [] LogAndroid: Error: [Callstack] 0x0000007169420718 libUnreal.so(0x0000000011D7A718)!FQueuedThread::Run() [] LogAndroid: Error: [Callstack] 0x0000007169416CB8 libUnreal.so(0x0000000011D70CB8)!FRunnableThreadPThread::Run() [] LogAndroid: Error: [Callstack] 0x000000716927E6D4 libUnreal.so(0x0000000011BD86D4)!FRunnableThreadPThread::_ThreadProc(void*) [] LogAndroid: Error: [Callstack] 0x000000728BEFA1DC libc.so(0x00000000000DF1DC)![Unknown]() [] LogAndroid: Error: [Callstack] 0x000000728BEA62F0 libc.so(0x000000000008B2F0)![Unknown]() [] Thanks for your assistance!1.2KViews0likes1Comment