MQDH Won’t Connect Quest 3 at Final Cable Step Despite USB and ADB Working
Hello everyone, I’m encountering a frustrating issue with Meta Quest Developer Hub (MQDH) v5.7.2 on macOS while trying to set up a Quest 3 running firmware V78. ISSUE DESCRIPTION I enabled Developer Mode on Quest 3 via the mobile app. In the Quest headset, I selected “Always allow USB access.” SideQuest and ADB (adb devices) can successfully detect the Quest 3. However, when I run “Set Up New Device” in MQDH, it stalls at the final step asking me to plug in the cable, even after doing exactly that. No prompt appears inside the headset; MQDH hangs without progressing. I tried reinstalling MQDH and rebooting both Mac and headset—problem persists. WHAT I’VE TRIED Verified Developer Mode is enabled, and USB Connection Dialog permission is granted. Confirmed USB‑C cable works (SideQuest and ADB both connect). Rebooted Quest and Mac multiple times. Uninstalled and reinstalled MQDH, cleared caches/settings. Used both bundled Quest cable and a known good USB‑C data cable (I tested USB 3.2 cable / Thunderbolt cable with Mac mini USB‑C Thunderbolt port). adb works fine. REQUESTED HELP Could someone please advise on potential causes why MQDH stalls even though ADB and SideQuest work? Has anyone else experienced this on Quest 3 running firmware V78 with MQDH 5.7.2? Are there any logs or advanced diagnostics I can capture to pinpoint the blockage? If anyone has successfully connected MQDH after the V78 update, what steps resolved it? FULL ENVIRONMENT INFO Headset Firmware: Quest 3 V78 MQDH Version: 5.7.2 (macOS) OS: macOS (latest version) USB cable: Verified data-capable USB‑C ADB Output: adb devices correctly lists the headset (adb cmd / MacDroid) MQDH Behavior: stuck at final prompt, no progress NEXT STEPS I’m considering doing a factory reset and strictly following the community-suggested flow (skip Air Link until first USB prompt), but not sure if firmware V78 changed behavior. Thank you in advance!74Views0likes0CommentsOVRBoundary.GetGeometry returns incorrect play area data when using Link
I am calling OVRBoundary.GetGeometry(OVRBoundary.BoundaryType.PlayArea) and receiving an array of four Vector3 as expected. Since the docs say these are in local space I'm converting them into world space by transforming them by OVRCameraRig.trackerAnchor. This produces different results based on headset: 1. Correct on Rift S in Unity Editor (Windows) 2. Correct on Quest 3 in a build (Android) 3. Incorrect on Quest 3 + usb Link in Unity Editor (Windows) 4. Incorrect on Quest 3 + Air Link in Unity Editor (Windows) 5. Incorrect on Quest 3 + usb Link in build (Windows) The common denominator seems to be Link. In this case while the actual dimensions seem correct, the OVRCameraRig.trackedAnchor has not been updated. It (and OvrCameraRig, and it's 'TrackingSpace' child) are all at identity. Which places the PlayArea points around where I booted the game, and not where the center of the PlayArea should be. This can be reproduced by creating an empty scene and adding the OVRCameraRig, and setting the tracking origin to 'Stage', then visulising the PlayArea rectangle in some way. Adding a LineRenderer under the TrackedAnchor and populating it directly with positions from GetBoundary shows the issue. Unity 2022.3.22f1 / Windows 10 Meta All-in-one SDK v63.0.0 Unity Oculus XR Plugin 4.2.0 OpenXR Plugin 1.10.0 Configured to use the 'Oculus' plugin via the Project Settings -> XR Plug-in Management.766Views2likes1CommentNew Game Idea - Configurable Game Board
US Patent - Interactive Player Board Game I’ve recently been granted my first US Patent on 11/05/2024 for the idea to have a configurable game board with technology to check whether a rule of the game has been satisfied. Was wondering if anyone would be interested in developing this type of game for the Oculus. I see the possibility of having the user be able to generate their own game board depending on the theme (exercise, eating, traveling, etc), setting the number of spaces for their game board, and have the ability to make this into a private game or public game. The user can invite friends to play on the game board and it can be played asynchronously. If the theme is exercise then if they roll a 1, they need to do 10 jumping jacks. The oculus will be able to see whether that task is completed successfully. If so they can roll again and see what task they need to perform next. Each game can be considered to be a pod and can invite others to join. Each person that joins is a pea in the pod because of their similar interest in the theme. Certain pods can become quite big with many peas. You can use the potential of these pods to generate income through ad revenues. The ads can target specific pods that may relate to the product. Please reach out to me if you think is a viable idea and can be developed. Thanks!286Views0likes0CommentsBuilt Unity standalone app becoming laggy after enabling passthrough through airlink
Hi everyone, I have a problem regarding my built app becoming lagging after enabling passthrough in airlink, because I needed the depth api and passthrough mode. When I run the app when disabling passthrough in airlink, my app will run smoothly. I used the oculus debug tool and I will see that my compositor latency is very high when passthrough is being turned on. Any solution for this situation? I have connected my PC using ethernet cable and used a dedicated 5GHz router for my quest 3.305Views0likes0CommentsHand Tracking over Link still not working in Unity Editor
Hi, I have spent the last two years developing for the Quest 2, and recently got the Quest 3. It's a great device and I'm super happy with it. There is just one big problem standing between me and total developer bliss. How is it possible that we still don't have a stable, robust hand tracking implementation across the whole development pipeline in 2023? I'm confused as to how Meta envisions developers to take full advantage of their (really good) hand tracking tech, if there are consistent inconsistencies, fumbling around, trying seven different versions of all of the little SDKs, components, etc. Can someone please advise me on how to achieve a simple Unity scene using the standard Oculus Integration, where I can just click "Play" in the editor and get hand tracking working over my Link cable? So far I have gone through five different Unity versions from 2021-2023, even more different Oculus Integration SDK versions (v50-57), and three different headsets (Quest 1, 2 and 3). Nothing worked. The only way that I have managed to have hand tracking working in the editor via link is to use a long deprecated version of the Oculus Integration, where I had to manually select "Oculus -> Tools -> OVR Utilities Plugin -> Set OVRPlugin to Legacy LibOVR+VRAPI" from within Unity. Three things. First, this option is no longer available in the later Oculus Integration versions. Second, selecting this option explicitly disables the possibility of building for the Quest 2 and 3. So you'd have to switch back and forth between the old LibOVR+VRAPI and the newer OpenXR integration, just to get hand tracking working in the editor. Really? Third, we as developers cannot reasonably be expected to stick to this legacy API, as all of the newer mixed reality features, like scene understanding, spatial anchors, etc. are not supported in the old version. Hence I want to ask my question one more time: how does Meta expect people to develop for their platform? Please let me know if you have an answer to this dilemma, I am grateful for any pointers! Note: I am explicitly talking about hand tracking through the Unity Editor using Link, in the standalone Android builds it works fine and it's amazing to use! Note 2: This is not a new problem, it's documented across many forum posts both here and on the Unity forums. I have also found fully-fledged projects, that warn of this exact error, e.g. (https://github.com/kuff/medslr#how-to-launch-the-project). Note 3 - further information: The legacy backend of OVRPlugin was removed in v51, which is stated here: https://developer.oculus.com/downloads/package/unity-integration/50.0 under "OVRPlugin". Best, MaxSolved4.6KViews0likes8CommentsAccount linking against an App, not Org
Hi, I have two questions regarding account linking. Question 1: From what I can see, one can only manage account linking for a user with an entire org, not against an app. Is there possible to do this with just one of my apps, not the entire Org? Question 2: I have now implemented account linking as it says in the docs. I have a problem: The user IDs from step 3 and step 5 are identical. I would expect step 3 to give me the OrgScopedID (as one only has specified the org id in the URI), as it now does. However, I would expect step 5 to give me the user’s scoped ID for the app one has specified in the access_token from step 4. It dosent give me this, but rather the same ID as I got from step 3. How can I get an app scoped user ID after initiating account linking?331Views0likes0CommentsStarting another application using intents
I've implemented a native Android plugin that I call from Unity C# script to start another application using an intent like so: Intent launchIntent = context.getPackageManager().getLaunchIntentForPackage(packageName); if (launchIntent != null) { Log.d(TAG, "Launching package: " + packageName); context.startActivity(launchIntent); } else { Log.e(TAG, "Package not found: " + packageName); } Regardless of package name, it is never found (I can verify that the package indeed is installed and is listed using 'pm list packages' using adb shell. This makes me believe Meta has restricted the use of intents to start other installed applications? Seeing the developer documentation is pretty much toilet in general I wonder if anyone knows if this is even possible? I do find some posts suggesting it at least has worked in the past but I cannot get this to work. Anyone knows?Solved1.2KViews0likes1Commentset oculus as active openxr doesn't work
Hello everybody, I try to click on "set oculus as active openxr" but it doesn't work. I am not an administror user on my pc, I saw that other persons in the same case have the problem. I tried what I saw on the furums : run the Meta Quest Link app as administrator, reinstall the app, turn off then on "unknown sources"... but it still doesn't work. Could you help me please ?987Views0likes2CommentsPossible to deep link from phone app to Quest headset?
Here's the use case I'd like to implement: - A first user shares a link on their phone which deep links back to a piece of content in a Quest app (the user shares the link in a caption on a social post, they post it online via a mobile browser, send it to someone via text, etc) - A second user taps the link on their phone; this user has the Meta app installed and their Quest paired - On the second user's phone, the deep link opens the Meta app and launches the deep-linked Quest app/content on their headset The purpose here is to enable users to share out a piece of VR content from an app via a link, and have other users easily launch into that content on their Quest headset (in this example, using the Meta app as an intermediary to launch the appropriate app/content on the paired Quest headset). Is something like this possible and/or in the pipeline? Thank you!1.3KViews2likes1CommentMeta Quest Link Update from Rift App Link Issue
Hello, With the most recent update from Oculus desktop app to the Meta link app, I'm not sure of the exact date, the following issue happens: If we attempt to establish a rift link with the headset using adb and the presence sensor does not detect a head, the link does not fully establish itself. When we put the headset on, it finishes the link. We'd like for a way for the link to be fully established with or without a head in the headset. This update makes setting up our app's demos an issue. Thank you487Views0likes0Comments