Meta Quest is stuck in an update pop up and the Menu won't open no matter what.
Device: Meta Quest 2. Device Info: Serial Number:1WMHHA63LJ2116 Boot Slot:A Secure Boot:Yes Lock State:Locked Build Variant: User Model Revision: Hollywood (DVT) RAM Size (MB):6093 (3 Partitions) Description: I remember it happening around the late night on the 6th of December 2025. I was inside of VRChat at the time, when my headset suddenly reset and booted back up with an update. I spawn in the Horizon Central Environment, It showed me this "Welcome To Passthrough" popup, I click through the pages and close it, but then I realize I can't open my menu, and the popup from before, it just keeps showing up again. I also notice that when I go to the Power Down Menu, I can see a portal and a mirror that don't show up with the "Welcome To Passthrough" section. I don't know if anyone else is having such an issue, then, or now. I have Tried a Couple Troubleshooting methods to get out of this, but to no avail. Hold the power button for about a minute. Hold The Power Button and the Volume Down Button and Select Boot Device. All I want to do is get my device out of this infinite loop.115Views0likes3CommentsMeta Quest Developer Hub - Change FFR, GPU & CPU Level and refresh rate
Hi there! I really enjoy using the Developer Hub and have a few requests for features which would be beneficial to us developers. I am currently using these as custom commands, but it would be much more convenient to have dedicated controls in "Device Actions" for them. The features are as follows: Change Dynamic FFR to Static and explicitly control its level Change Dynamic CPU & GPU level to Static and explicitly control their level Change headset refresh rate between 72, 90 and 120 Hz These settings would me the MQDH an ultimate developers tool, so in advance thanks for considering these ideas. Cheers, Filip2.8KViews1like0CommentsCan't build to a Quest 2
Building with Asus Tuf gaming A15, latest Oculus Dev Hub, Unity 2021.3.0, XR package, Oculus Integration 4.4 VEGA:MAP_TRACKING_HM: [Throttled count=5] All submaps have bad map tracking! 23:22:41.735 cutils Failed to open(/data/misc/profiles/cur/0/com.mm.VRLibrary/primary.prof): No such file or directory 23:22:41.736 installd Failed to prepare /data/misc/profiles/cur/0/com.mm.VRLibrary/primary.prof: No such file or directory 23:22:41.736 ArtManagerService Failed to prepare profile for com.mm.VRLibrary:/data/app/com.mm.VRLibrary-Ed8wqdLAOYJEocH9s3PKyQ==/base.apk 23:22:41.736 cutils Failed to open(/data/misc/profiles/cur/10/com.mm.VRLibrary/primary.prof): No such file or directory 23:22:41.736 installd Failed to prepare /data/misc/profiles/cur/10/com.mm.VRLibrary/primary.prof: No such file or directory 23:22:41.907 PermissionMonitor unknown permission type: -1for uid: 10035 23:22:41.908 TrafficController Failed to clean up the permission for 10035: No such file or directory 23:22:41.908 NetworkLocationProvider Error: Service not registered: com.oculus.location.geocoder.NetworkLocationProvider$ThreadHelper@3bd037a 23:22:41.950 Couldn't opendir /data/app/vmdl58849777.tmp: No such file or directory 23:22:41.950 installd Failed to delete /data/app/vmdl58849777.tmp: No such file or directory 23:22:41.737 ArtManagerService Failed to prepare profile for com.mm.VRLibrary:/data/app/com.mm.VRLibrary-Ed8wqdLAOYJEocH9s3PKyQ==/base.apk 23:22:46.395 TREX Interface 'FaceEyeTrackingServerInterface,1' was not found.1.5KViews0likes3CommentsBuild and Run Fail/Hub Fail
Hi! I have a weird problem. All of the sudden my project won't build and run, and the Oculus Developer Hub won't open. I have tried uninstalling and re-installing several times, but all it will do is open as a white panel and never load. Strangely enough, I can build and run in another Unity project fine, but every time I build and run in my other project, Unity crashes. I reset a few of the previous settings, Unity gives me one error, which is D/************************************************************************************ Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved. Licensed under the Oculus Utilities SDK License Version 1.31 (the "License"); you may not use the Utilities SDK except in compliance with the License, which is provided at the time of installation or download, or which otherwise accompanies this software in either electronic or hard copy form. You may obtain a copy of the License at https://developer.oculus.com/licenses/utilities-1.31 Unless required by applicable law or agreed to in writing, the Utilities SDK distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ************************************************************************************/ #if UNITY_EDITOR using UnityEditor; [InitializeOnLoadAttribute] public class OculusSampleFrameworkUtil { static OculusSampleFrameworkUtil() { #if UNITY_2017_2_OR_NEWER EditorApplication.playModeStateChanged += HandlePlayModeState; #else EditorApplication.playmodeStateChanged += () => { if (EditorApplication.isPlaying) { OVRPlugin.SendEvent("load", OVRPlugin.wrapperVersion.ToString(), "sample_framework"); } }; #endif } #if UNITY_2017_2_OR_NEWER private static void HandlePlayModeState(PlayModeStateChange state) { if (state == PlayModeStateChange.EnteredPlayMode) { OVRPlugin.SendEvent("load", OVRPlugin.wrapperVersion.ToString(), "sample_framework"); } } #endif } #endif Any help would be greatly appreciated! Specifically the error in the console: NullReferenceException: Object reference not set to an instance of an object OculusSampleFrameworkUtil.HandlePlayModeState (UnityEditor.PlayModeStateChange state) (at Assets/Oculus/SampleFramework/Editor/OculusSampleFrameworkUtil.cs:43) UnityEditor.EditorApplication.Internal_PlayModeStateChanged (UnityEditor.PlayModeStateChange state) (at /Users/bokken/buildslave/unity/build/Editor/Mono/EditorApplication.cs:441)1.6KViews0likes1Comment