Black screen after removing and reattaching headset, display on but no image rendered (2.1 & 2.3)
Overview After taking the headset off and putting it back on, the display stays completely black. Audio continues playing and controllers can still interact with UI elements, confirming the session is active and the display is on. This is not intermittent, it occurs frequently and has been reproduced across multiple Quest 3 units on both Horizon OS 2.1 and 2.3. Affected apps First Encounters (system app) Horizon Store apps Custom / developer apps Confirmed on Multiple Meta Quest 3 units Horizon OS 2.3 (all units affected) Horizon OS 2.1 (some units affected) Not present on v85 Steps to reproduce Put on Meta Quest 3 running Horizon OS 2.1 or 2.3 Open any app (system, store, or developer build) Remove the headset Put the headset back on Screen remains black, while audio and controller input still active. Workarounds found Hand tracking Moving a hand in front of the headset cameras triggers hand detection, which resolves the black screen. Controllers Pressing the Meta home button restores the display. Holding controllers in view of cameras is not sufficient. Developer impact This issue directly breaks automated onboarding flows. Our app is designed so onboarding requires no manual intervention, but users are now forced to interact with the home button or manually wave their hands to recover from the black screen. Which defeats the purpose of a seamless first-run experience. Version & unit breakdown OS version Units tested Result v85 (pre-2.x) 2 No issue Horizon OS 2.1 3 Intermittent, not all units Horizon OS 2.3 3 All units affected If more info is needed, let me know. Sincerely, Raymond54Views0likes1CommentUnity 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 issue427Views14likes4Comments[Unity] Hide or disable hand-tracking logs
Hello, I am seeing thousand of logs like this one in `Android Logcat` window in runtime: 2026-05-05 12:37:37.045 28704 28939 Info InputDevice_Hand HANDTRACKING ADMIRE hand 1: hpm=1 -> shared=0 2026-05-05 12:37:37.045 28704 28939 Info [CT] HandPoseSampler: Filter reset 2026-05-05 12:38:22.126 28704 28939 Info InputDevice_Hand HANDTRACKING ADMIRE hand 1: hpm=1 -> shared=0 2026-05-05 12:38:22.126 28704 28939 Info [CT] HandPoseSampler: Filter reset This appear when using hands and even when using controllers. `Tag Control` can exclude them but then it doesn't show other logs unless I manually add all tags in the list and then deselect these two logs. currently I am using Regex Filter to hide them.OS freeze every 60 seconds with hand + body tracking
Not sure if this is the best place or if there's a support place for devs, it is hard to keep track of where best to bring these things up. Anywhoo. Spent that last 2 days tracking this down thinking it was me. But, if you are on the latest OS, in the Meta Home, with hand tracking enabled, and you flail your hands around like a madman, doing "the wave" with your fingers, alternating with making fists and being the worlds fastest drummer, you'll get a little spike, like clockwork, every 60 seconds. May seem a bit much, but my app is a dance game that uses hand and body tracking and makes use of the new fast hand and body tracking that, apart from this issue, is fantastic. It is not a huge spike, but it freezes the entire OS and so in game that translate to a little hitch in the visuals and in the music and the music hiccup is super noticeable. And it is like clockwork every 60 seconds. Though, sometimes it takes 60+ seconds for the first one. It makes my game feel unprofessional :( With hand tracking disabled, the spike does not show up. If you have hand tracking enabled but you don't move your hands much, it does not show up. I did figure out one thing though. I've got a little timer that every 20 seconds requests that fast tracking support be disabled for 10 frames, then turn it back on again. The user won't notice that tracking isn't quite as fast for 10 frames and it seems to reduce the spike about 80%, but even that 20% is noticeable and who knows how long that hack will work, an OS fix would be better. Wondering if anybody else is running into this, any other hacks I could try, and a "we're on it" from Meta or a "file this over here" would be my preferred responses :) Thanks in advance for any and all replies, Damon117Views0likes2Comments[BeatGesture] A Hand Tracking VR Rhythm Game
Hi everyone, I’ve been working on a small VR rhythm game called BeatGesture. It uses hand tracking and gestures instead of controllers, matching timing, hand shapes, and direction. If you’ve played other VR rhythm games, the core structure might feel familiar. But I wanted to explore what happens when you go all-in on hands as the primary input. The goal was to push gesture-based interaction further, rather than relying on controller-driven mechanics. It feels less like hitting notes and more like performing choreography. If you're interested, here's the store page: https://www.meta.com/en-gb/experiences/beatgesture/35694765943455719/ Thanks!
31Views0likes0CommentsMeta Quest Unity Real Hands Building Block not showing real hands
Hi all! I'm somewhat new to VR development, especially in mixed reality. I am trying to use Meta's Real Hand building block, but I can't seem to get it to work. I have a very basic scene with some of the fundamental building blocks (camera rig, passthrough, passthrough camera access, interaction rig), along with the real hands building block and a single cube. When I build the project to my Quest (Meta Quest 3), and move my hands in front of the cube, I can only see the virtual hands - the occlusion does not work to show my real hands (i.e. it works the same as it did before I added the Real Hands building block). Why is this and how can I fix it? Unity Version: 6000.3.4f1 Meta Quest Packages: Meta XR Core SDK (85.0.0), Meta MR Utility Kit (85.0.0), Meta XR Interaction SDK (85.0.0) Steps to Replicate: Create a new empty scene Add the following building blocks: Camera Rig Passthrough Passthrough Camera Access Interactions Rig Real Hands Add a cube at (0, 0, 3) Build the project and deploy to the Quest Wave your hands in front of the cube - only virtual hands are visible, not real hands83Views0likes1CommentHands only not working on Unity
On Unity 6, with the V85 of Meta SDK, I choose in "Hand Tracking Support" the "Hands only" mode so controllers aren't supposed to be available in build. However, controllers are still available in my app so I tried to use the "Controller Only" mode so it disable correctly the hand tracking in my app and it shows up a window to use controllers when I try to lauch my app. Why it's not making the same for hand tracking mode ?Record and replay real hand pose at runtime (Meta Interaction SDK – Unreal)
Hi everyone, I’m currently working with the Meta Interaction SDK in Unreal Engine (UE 5.6) and using hand tracking only (no controllers). I’m using the ISDK Hand Rig Component for both hands. What I’m trying to achieve is: I want to capture the user’s real hand pose at runtime, save that pose, and then reapply (replay) that exact pose later on command. So, basically my requirement is, Is there a built-in way in Meta Interaction SDK to record and replay hand poses ? What’s the best way to temporarily override hand tracking and apply a custom pose? Any guidance, suggestions, or pointers would be really helpful. help in any way you can. Thanks.47Views0likes1CommentIs there a way to make the player not see their own avatar
Hello, I am building a Unity Project with Meta All-In-One SDK and I'm using the Networked Avatar Building Block on top of Matchmaking and Hand Tracking and Passthrough to create an experience where users can see other avatars with their hand movements with Passthrough in the real world , this creates an effect where you can see people walking around, talking and interacting with things in a room that they are not physically in with passthrough. My issue with this is the fact that the player (host) can see other players' Avatar and other players can see the host's avatar but when the host themselves also look down they also see their own avatar arms connected to their hands and body. I do not really want this Is there way for the player to just see their normal hand prefabs/meshes from their perspective while other connected players see the full avatar and vice versa?30Views0likes1CommentComparative Review: Functional Similarity and IP Liability in Hand Tracking
If the end result—the specific hand poses and gestures—is functionally identical to Meta's, can they take legal action against me even if I used a completely different implementation method? Does legal liability extend to the user experience and functionality rather than just the source code?Solved35Views0likes1Comment