What is meta VR AI up to lately?
Is there currently project or team focusing on connecting speech to prompt, in world 3D object animated or interactive gen? I'm talking about mobile and VR in world generations... Think of .... Um... Instant of the meta AI, chat gpt grok style of desktop generating video .. why not a world, a mobile or VR world that you can easily gen 3object that you will be able to held or ride??? im sure someone said it before. I know there must tons of challenges, but isn't that an untapped path? Inside a that world/app, someone speak, "hello, meta. Spawn a rainbow flying unicon" and an low poly interactive pony spawns in 30s later.Solved41Views0likes6CommentsMeta RayBan Speaker not working!
I just got these brand new gen 2 meta glasses. I opened them today and only the right speaker plays audio. The left speaker is dead. I tried force restarting and unpairing but still nothing. Is there any way to fix this? I dont want to have to return this because Im supposed to take this to a trip in a few days.537Views0likes3CommentsLooking for feedback on a small web tool I built
Hi everyone, I’ve been experimenting with building small web tools recently just to practice and learn. One of the things I built is a simple browser-based counter that can be used to count clicks, track repetitions, or test clicking speed. You can check it here: https://thetallycounter.com/ The goal was to keep it lightweight and simple so it works quickly on both desktop and mobile without needing to install anything. I’d really appreciate any feedback from other developers. Does the interface feel easy to use? Are there any features you think would make it better? Thanks in advance for any suggestions.7Views0likes0CommentsUSB: Input-Only Microphone Should Not Mute Built-in Speakers, Technical Analysis & Proposed Fix
When any USB-C audio device is connected to Quest 3 — even an input-only microphone with no speaker/DAC capability — Meta Horizon OS routes ALL audio (both input AND output) to the USB-C port and mutes the built-in headset speakers. This contradicts standard Android AOSP behavior and blocks legitimate professional use cases. The Problem Many professional VR applications need external microphone input (for speech recognition, recording, or communication) while maintaining audio output through the built-in speakers. Examples include therapeutic VR, education, accessibility, content creation, live streaming, and enterprise training. We purchased a USB-C gooseneck microphone that is input-only (no speaker, no DAC, isSink=false). On standard Android devices, connecting this mic only affects audio input — speakers continue working. On Quest 3, the built-in speakers are immediately muted, even though the USB device has zero output capability. What We've Tried (Everything Fails) 1. usb_audio_automatic_routing_disabled=1 (ADB): Does not selectively disable routing — prevents the USB device from registering with AudioService entirely (UsbAlsaManager.selectAlsaDevice() returns early), so setPreferredDevice() cannot find the mic at all. 2. AudioManager.setCommunicationDevice(builtInSpeaker) (API 31+): Only affects USAGE_VOICE_COMMUNICATION streams, not media/game audio. Unity uses FMOD → AAudio (native C layer), which routes through USAGE_GAME — unaffected. 3. AudioTrack.setPreferredDevice(builtInSpeaker): Would require intercepting the engine's internal audio output at the native layer — not feasible, and Quest 3's audio HAL may override it anyway. 4. "External Microphone" toggle (Settings > Advanced, v64+): Enables USB mic recognition only. Does NOT provide split input/output routing. 5. Input-only USB mic (isSource=true, isSink=false): Expected AOSP-compliant behavior (only input rerouted). Built-in speakers are still muted. Root Cause Analysis — AOSP vs. Meta Horizon OS In upstream AOSP, UsbAlsaManager.java checks actual device capabilities via USB Audio Class descriptors: // AOSP: frameworks/base/services/usb/java/com/android/server/usb/UsbAlsaManager.java private void selectAlsaDevice(UsbAlsaDevice alsaDevice) { UsbDescriptorParser parser = alsaDevice.getParser(); if (parser.hasOutput()) { // Only register OUTPUT if USB device has playback capability alsaDevice.startOutput(); } if (parser.hasInput()) { // Only register INPUT if USB device has capture capability alsaDevice.startInput(); } } The AOSP AudioPolicyManager then only reroutes streams matching registered capabilities. An input-only device never triggers checkOutputsForDevice(), so speakers remain active. Meta's Horizon OS overrides this separation. The most likely cause: // Probable Meta override (simplified): void AudioPolicyManager::onNewUsbDevice(audio_devices_t device) { // Does not check if device has output capability setDeviceConnectionState(AUDIO_DEVICE_OUT_SPEAKER, AUDIO_POLICY_DEVICE_STATE_UNAVAILABLE); setDeviceConnectionState(AUDIO_DEVICE_OUT_USB_DEVICE, AUDIO_POLICY_DEVICE_STATE_AVAILABLE); } Proposed Fix Check the USB device's Audio Class descriptors before modifying output routing: void AudioPolicyManager::onNewUsbDevice(const sp<UsbAlsaDevice>& device) { if (device->hasCapture()) { setDeviceConnectionState(AUDIO_DEVICE_IN_USB_DEVICE, AUDIO_POLICY_DEVICE_STATE_AVAILABLE); } if (device->hasPlayback()) { // Route output to USB ONLY if device has output capability setDeviceConnectionState(AUDIO_DEVICE_OUT_USB_DEVICE, AUDIO_POLICY_DEVICE_STATE_AVAILABLE); } // If !hasPlayback(): leave built-in speaker routing UNCHANGED } This is a single conditional check in the audio policy layer. It requires zero UI changes and simply aligns Quest 3 with upstream AOSP behavior. Additional Solutions (If a Broader Fix is Planned) - User-facing setting: Add "Audio Output" under Settings > Sound with options "Headset Speakers" / "USB-C" / "Automatic", independent of input routing. - Developer API: Allow applications to call setPreferredDevice() with routing respected for all audio usages (not just USAGE_VOICE_COMMUNICATION). Impact The Quest 3 hardware is fully capable — speakers and USB operate on independent audio paths. This is purely a software routing policy that could be resolved with a minimal code change. The fix would unblock every developer building applications that need external audio input while maintaining speaker output. Happy to provide dumpsys audio output or USB device descriptors to help diagnose the exact policy override. Related: A similar request was posted on the archived forum: "Request for Enhanced Audio Routing Controls with External Microphones on Meta Quest" (jrb-vr, October 2024) — which received no response.32Views0likes1CommentStuck in Verification Loop - Cannot Create App for WhatsApp API
Hello, I am stuck in a verification loop when trying to create a new app for the WhatsApp Business API. My Goal: To create a "Business" type app to integrate with the WhatsApp Business Platform. The Problem: Every time I click "Create App" on the developers.facebook.com dashboard, I am redirected to the "Verify Your Account" page (see attached screenshot), even though my account is already fully verified. What I have already done: My account has 2-Factor Authentication (2FA) enabled. My phone number is fully verified in the main Meta Accounts Center. I have tried this in multiple browsers (Chrome, Firefox) and in InPrivate/Incognito mode. The verification for my credit card also fails. I was able to successfully create a developer organization ("Umiya Agro Digital") through the Meta Quest developer dashboard (developer.oculus.com), so my account is recognized as a developer account on that new system. However, the developers.facebook.com platform does not recognize this and keeps forcing me into this broken registration flow. I cannot proceed. Please advise.10Views0likes0CommentsPossible fixes
I recently purchased the Ray Ban Gen 2. I love them, however. There is a list of things I do not like, The audio that comes out of the speaker rattles at a low frequency. It begins at 50% percent than stays like that, doesn't get worse because as you push for full volume, you seem to lose all the low end and focus more on the mid and upper range frequency. It actually sounds louder and fuller at 50% volume than it does at 100%. As for the bass, all you hear is a rattle from the low frequency. Even with voices. I do enjoy the stereo field you guys created. I can focus on song mixes at a low volume. If you guys can update the way the audio is being output with some kind of firmware that cleans up how the speakers receive the sound. That could fix that issue. I would also like to add that when you tell META to add information to the MEMORY section. Most of the time, it is mistaken for setting a REMINDER. That should be a problem that should be fixed, as well as META responding back to when it actually says that it has updated the memory with that information, but when you look back into the Settings and check in the Memory section, it is not updated. And if it is setting reminders, its not reminding me regardless of using other connected apps that would if i input that data. I would like for META AI app to be the main source of memory, documents, and reminders etc.. The average battery life for the glasses is 3-4 hours. They also seem to heat up easily when using Live AI for quite a bit of time. Anyways, awesome product! I hope we get some banging new updates soon and maybe add going live with Twitch or Streamlabs33Views0likes0CommentsI Built My Social Media Wrong — 10 Mistakes XR Developers Should Avoid
When developers ask how to grow their social media, they usually expect tips about algorithms, marketing tricks, or viral content. But after working on several VR projects and building communities around them, I realized something much simpler: Most growth problems don’t come from the lack of marketing knowledge. They come from basic mistakes developers make early. I made many of these mistakes myself. So instead of sharing “best practices,” I want to share the mistakes I see developers make most often when trying to build a social media presence around their game. If you avoid these, your growth will already be much easier. Mistake #1 — Starting Social Media Too Late A very common pattern: Developers spend 1–2 years building a game in silence, then suddenly create social media accounts when the game is almost finished. At that point, they realize something uncomfortable: No one knows they exist. Building an audience takes time. Sometimes, a lot of time. Social media works much better when the audience grows with the project, not after it. Sharing development early allows people to feel like they are part of the journey, not just customers at the end. Mistake #2 — Trying to Be Everywhere Many developers try to be active on: Twitter / X YouTube TikTok Reddit LinkedIn Discord Very quickly, this becomes overwhelming. The result is usually: inconsistent posting burnout abandoned accounts It’s much better to focus on one or two platforms first and build consistency there. Growth usually comes from depth, not from being everywhere. In my experience, initially, TikTok and YouTube are enough to get started. Mistake #3 — Only Posting Big Announcements Another common mistake is treating social media like a press release channel. Posts look like this: “We are excited to announce our new update!” Then nothing happens for weeks or months. Social media platforms reward consistency, not occasional announcements. Small updates often perform better than big ones: a new mechanic a funny bug a quick gameplay clip a design question These small posts help build ongoing momentum. Mistake #4 — Posting Like a Company Instead of a Human Developers sometimes try to sound “professional.” Posts become very formal and corporate: “We are pleased to introduce our latest feature update.” But social media works differently. People follow people, not companies. A much more engaging approach is simply sharing the real development experience: things that worked things that failed experiments funny bugs Authenticity is far more powerful than polish. Mistake #5 — Waiting Until Things Are Perfect Many developers hesitate to post because something feels incomplete. The UI isn’t final. The animation is temporary. The mechanic still needs work. So they wait. But in reality, social media often rewards process over perfection. Players enjoy seeing: prototypes early ideas weird experiments development struggles These moments make the project feel alive. Mistake #6 — Ignoring Short-Form Video Today, many discovery systems are driven by short video formats: TikTok YouTube Shorts Instagram Reels For games, these formats work extremely well because gameplay is naturally visual. Even very simple clips can perform well: a 10-second gameplay moment a surprising mechanic a funny physics bug Short-form video has become one of the easiest ways for people to discover new games. Mistake #7 — Having No Clear Identity Sometimes developer accounts post a mix of unrelated content: random screenshots occasional updates unrelated thoughts sporadic announcements From the outside, it’s hard to understand what the account is about. Clear identity helps a lot. For example: a VR physics developer a social VR sandbox creator An indie experimenting with weird mechanics When people understand what you are building, it becomes easier for them to follow the journey. Mistake #8 — Forgetting the Community Loop Social media becomes much more powerful when it is not one-directional. Instead of only posting updates, invite players into the process. Simple questions can create engagement: “Which vehicle should I add next?” “What is missing from this map?” “Which mechanic feels more fun?” These interactions help players feel like co-creators, not just spectators. Mistake #9 — Not Creating a Community Space For games, especially, social media is often just the beginning. Platforms like Discord allow players to: give feedback share ideas create content connect with each other Without a community space, many players disappear after discovering the project. With one, they can become long-term supporters and contributors. Mistake #10 — Expecting Fast Growth This may be the most important one. Social media growth is usually slow at the beginning. It often looks like this: Month 1 → a few followers Month 6 → a few hundred Month 18 → real traction Growth compounds over time. Consistency matters much more than quick results. Final Thought If there is one lesson I learned while building games and communities online, it’s this: Social media works best when it reflects the real development journey. Not just the highlights. The experiments. The mistakes. The weird prototypes. Ironically, the moments that feel the least “polished” are often the ones people connect with the most. If you are building something in XR right now, I’d be curious to hear: What social media mistake have you made while developing your project? Let's discuss!60Views0likes0Comments🎊 Live Events | When, Why & How
Looking for ways to keep players engaged and coming back to your app? Join Gabe Heiland, Meta Growth Insights Specialist for a practical workshop on designing and implementing live events in your VR games. This session will cover how to make focused changes to gameplay activities and rewards that drive player acquisition, boost retention, and increase monetization in live games. Join on Zoom27Views0likes0CommentsShorten Time-to-First-Dollar with Meta Horizon Launch Tools
Launching an app on the Meta Horizon Store is multi-faceted; it doesn’t just start on the day of publish. In fact, what you do prior to shipping your app on the Meta Horizon Store is more important than ever, and it demands a strategic launch that’ll help you stand out. A strong pre-launch makes titles easily discoverable before Day 0 and helps sustain momentum afterward. When discoverability is treated as an afterthought, developers tend to face an uphill battle for visibility post-launch. That’s why we’re excited to highlight our new video-enabled educational playbook, designed to help you think about different pre-launch strategies while you're still building and show how to generate anticipation, gather feedback, and drive early adoption. Below, we highlight each launch feature you can leverage, along with a recommended “Golden Path” sequence for effective pre-launch strategies to help you cut your time-to-first dollar. You’ll also get to hear from some other developers who have had success launching with these tools. Let’s dive in. Launch Features: Your Toolkit for a Strong Debut Meta provides a suite of launch features to help you maximize your app’s visibility and success. Here’s how you can leverage each tool: Playtesting: Gather early feedback while you’re still building Playtesting gives you a private space to gather feedback from real users. It’s your chance to validate gameplay, comfort, and performance early so you can refine with confidence. You can think of it as a small, closed test (more like micro-beta) that gives you a read on user preferences, validates core mechanics, and surfaces issues that only show up in the wild. Pro Tip: Start playtesting as early as possible—even before your app is polished. Respond to written reviews to build trust and show you’re listening to your community. "By carefully limiting access during early playtesting for UG, we were able to validate game mechanics, iterate on in-app purchase pricing, and fine-tune the experience to hit our target session length and other critical metrics. That data directly informed our go-to-market strategy. Ultimately, it’s not about whether the studio loves the game; it’s about whether players do. Testing early and often made all the difference." - Spencer Cook, CEO, Continuum "Trusted testers are worth their weight in gold. I’ve seen time and time again the power of having five to ten highly-engaged players playing directly with the developers, and I’d take this over a disparate group of thousands of players any day. The earlier this happens, the better the chances of launch success because our development decisions are grounded in real behavior and not our own assumptions about what players want." - Kyle Joyce, CEO, Enver Studio (Scary Baboon) Coming Soon Pages: Generate anticipation within 180 days of launch Building out a coming soon page lets you showcase your app up to 180 days before launch to help build excitement and provide users with an opportunity to wishlist your title. Keep in mind that a coming soon page is best for capturing interest, not creating it. Most visibility and growth will come from your own marketing efforts off-platform, like social posts, trailers, and community engagement. Pro Tip: A/B test your store assets (key art, trailer, description) to see what resonates with your audience. "The single biggest determinant of a game’s success is pre-marketing. Whether that’s on socials, or Coming Soon pages, you need to be able to drive your community to take an action like signing up for email alerts or a Discord community." - Kyle Joyce, CEO, Enver Studio (Scary Baboon) "Across titles like Starship Troopers VR, Hitman 3 VR, and BEATABLE, the Coming Soon page helped us inform our community and influencers early while capturing wishlists. It’s become a key tool for building awareness and demand well before launch." - XR Games Pre-orders: Secure early sales within 90 days of launch Pre-orders enable users to purchase paid apps up to 90 days before launch, while providing developers with a convenient way to convert interest into committed downloads and generate revenue before release. You’ll need a price, description, and marketing assets to set up pre-orders. "Offering pre-orders for Hitman 3 VR: Reloaded significantly increased launch-day sales by concentrating demand and excitement ahead of release. It gave us a much stronger day-one performance than previous launches." - XR Games Early Access: An open beta for ongoing refinement Launching your app with an Early Access label tells users that it’s still in development, but it also enables you to reach a broader audience, gather real feedback, and allow space to continue refining your app pre and post-launch. Apps best suited for Early Access are stable and enjoyable, but not fully polished. Remember, this is still your only chance to make a first impression, so consider carefully whether your app is ready for an audience. This feature can be especially beneficial for free-to-play (F2P) apps, where lowering the barrier to entry helps you reach more players and build momentum. And since the app is free, users tend to be more forgiving in their reviews. If you utilize the Early Access label, it is your responsibility to communicate what it means to your users. Pro Tip: Once you remove the Early Access label, it’s permanent—plan your transition carefully. "Early access let us grow a passionate community while we were still shaping the game. Their feedback sharpened our priorities and their enthusiasm created a foundation for us to build around." - Johnny Wing, General Manager, Orion Drift "Early access is fundamental to community building and game success. Of course it helps surface critical bugs early on but more importantly it creates a core group of highly invested players. The Quest Store thrives on the network effect. Players want to be the first to discover a game and be the one to recommend it to their friends and take a massive pride in discovering something early." - Kyle Joyce, CEO, Enver Studio (Scary Baboon) "Early access for BEATABLE was critical in building a passionate community before launch. It created early advocates who helped amplify the game organically the moment we went live." - XR Games The Golden Path: Putting it all together for a recommended launch sequence The Golden Path launch sequence can set you up for maximum exposure, interest, and conversions. Using each of these features we’ve covered today sequentially can put you on the path to build an audience early, sustain momentum, and set your app up for a strong debut. In the graphic above, you can see a recommended cadence on when to start leveraging each feature. Remember, this is just a recommendation; you can define your own strategy and determine what makes the most sense for your title. "Meta has created flexible launch paths that let developers choose what best fits their game. For UG, Early Access was the perfect way to set expectations around polish, bugs, and our roadmap toward a full future launch. It invited players to join us early, get excited about the vision, and actively influence what UG is becoming. This approach let us build hand-in-hand with our community and even helped spark a wave of user-generated content as players documented the game’s growth from its earliest days." - Spencer Cook, CEO, Continuum Incentivization and Best Practices Know your audience: We’ve broken down key audience behaviors and motivations that can help you plan effective content and marketing strategies for your VR apps. Reward early adopters: Offer exclusive content, discounts, or early access perks to wishlisters and pre-order customers. Leverage off-platform marketing: Most momentum comes from your own efforts—use social media, communities, and events to drive awareness. Communicate clearly: Use Developer Posts and direct messaging on platforms such as Discord to keep your audience engaged and informed. Measure and optimize: Use integrated analytics to track what’s working and adjust your strategy in real time. Ready to launch? Start building momentum today Don’t let your launch be just another date on the calendar. Utilize launch features and our new resource guide to build momentum, engage your community, and set your app up for lasting success.74Views0likes1CommentEU Meet up?
Hey, quick one for anyone EU based and feeling some GDC FOMO this week lol. The 1st weekend in April there’s a VR LAN event in Amsterdam which a close friend is running. I'll be speaking on stage about Meta horizon, and thought it would be a great excuse for an EU creator meet up! A couple MHCP partners have expressed interest so thought I would share here too. If you’re interested lmk and i'll sort you discounted tickets. http://vr-lan.com/ 3rd+4th April, Amsterdam, NL8Views0likes0Comments