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 issue437Views14likes4CommentsWhy is Oculus Developer Support so bad?
This isn't supposed to be a rant thread, but I am genuinely surprised about how bad the experience has been for us so far developing for the oculus platform in terms of available resources and support. On the end-user side, oculus/Meta seems to do a really good job in providing resources and quick support, but it seems to be quite the contrary on the developer side and it just puzzles me why this is the case. There are hardly any answers from oculus engineers on this forum, support tickets take forever and don't yield any actual help and SDK documentation is often seriously lacking. Given that Meta is so dedicated in pushing the Metaverse, I'm genuinely surprised about the way they treat developers that dedicate their time and resources building experiences for their platform, and thus I wonder whether they maybe internally have the stance that developing polished VR experiences is something rather difficult that they don't expect independent developers to come up with and thus focus their resources on providing direct support channels to the big studios instead? I'd be interested to hear about the experience of other devs on here and also what place you go to when you have problems or questions (because the official developer forum doesn't seem to yield any results for any non-trivial questions/problems)? MetaStoreHelp6.8KViews7likes12CommentsCasting from Q2 to phone on secondary account?
My partner is the Admin/primary account on the Quest 2. He can connect his phone on the app and cast just fine, so I can watch him play from his phone. But if I want to play on my account, the secondary, he can’t watch me play. We can’t cast via my account on either of our phones. Both my phone and the oculus can find each other on Bluetooth but it may not fully connect. The 5-digit code to connect was found in the About tab on the admin account, but entering this code on my account on my phone is only intended to cast the oculus to his phone on his account. From what I gather from troubleshooting, only the admin account can cast. We would love to suggest to make a way for the admin to give permission to allow the secondary account to cast so players can take turns watching each other play and we can guide each other learning to use game features.3.3KViews6likes3CommentsAndroid SDK 12l causing crashing for development builds
Recently I've been trying to update my project's android api from 29 to 32, so it can comply with the new requirements for Quest 2. After the update attempting to launch a non-distribution build causes the following crash during the initial splash screen: Initially I thought this was down to lack of permissions. MANAGE_EXTERNAL_STORAGE was added in api 30 without which access to $Storage/obb, where non-distribution obbs are stored on device, would have been denied. However adding this to the extra permissions and ensuring it has been requested on game start has not fixed the issue. Below are the android packaging settings. I also tried editing the automation script to have the obbs appear in the $storage/android/obb folder, while this did fix the initial crashing it lead to other side effects (such as no logs being recorded and instability) & ultimately feels like a step in the wrong direction. Has there been anyone else run into this issue? If so did you find a solution? Any suggestions or troubleshooting thoughts would be deeply appreciated.3.6KViews4likes6CommentsMissing scripts/broken references on prefabs in Oculus Interaction 46
Inside the following prefabs: Assets/Oculus/SampleFramework/Usage/Prefabs/UIOverlay.prefab Assets/Oculus/SampleFramework/Usage/DistanceGrab/Prefabs/DistanceGrabSquirtGunPf.prefab Assets/Oculus/SampleFramework/Usage/SceneManager/Prefabs/Couch.prefab Assets/Oculus/SampleFramework/Usage/SceneManager/Prefabs/Desk.prefab Assets/Oculus/Spatializer/scenes/Standard Assets/Character Controllers/3rd Person Controller.prefab Assets/Oculus/Spatializer/scenes/Standard Assets/Character Controllers/First Person Controller.prefab1.5KViews3likes1CommentApp Lab "Preview App" Download location
I am needing to share preview builds of an App Lab app via Oculus' preview app feature. I have added another user via Release Channels -> Builds -> Add Users. My users have accepted the invitation and can see the app in the preview apps section of their Account settings on the web browser Oculus.com site. We cannot see the app in the preview apps section on the Mobile App nor can we see the app in the headset. Is there a new location where these preview apps reside?14KViews3likes12CommentsCustom Controllers
I am a newby and have a hardware team that creates sports game controllers with special features. In the VR world we see many "holders" of meta controllers to mimic real sports wands, bats etc. We do not want to use the pass-through feature and am reaching out to this forum to advise on how our custom controller can talk directly into the VR game itself?718Views3likes1CommentAnyone else with a new Oculus Quest headset stuck at version 213561.4150.0 and unable to update?
Hi, we're developing a few apps for the Oculus Quest, sideloading and running development builds used to work fine until this morning when we set up 2 new Oculus Quest headsets. Now when I try to run a sideloaded app, it tells me "Update in Progress Please Leave your device on, connected to Wi-Fi and plugged into a power source until the update is finished." Running store apps seem to work fine. Did anyone else encounter this issue?Solved6.8KViews2likes15Comments