Quest issues
Since I upgraded to the latest update with the big UI change, things got worse for some interactions. Unknown sources tab appears and disappears from in the library menu. Sometimes is there, sometimes is not. I restart the headset, it appears. Also, sometimes the list of the applications inside unknown sources is empty. Sometimes all my apps from there appears only after a restart. Also, very important, when I m in one of my app, from unknown sources, normally when you point the fingers towards you and pinch, to access the hand menu, there are options to resume or quit the app. Now, in some apps, when I pinch, that menu doesn't appear and I cannot quit the applications. It never happened before this big update. Sometimes it appears, and I can press on quit, sometimes not. When I pinch and when I see the button quit, it also says "app name not available". Does anyone encountered these issues? Thank you.25Views0likes2CommentsQuest 3 v203 forces 6DoF Headset Tracking when launching an app, but I need to use 3DoF
Hi everyone, I am developing a UE5 application for Meta Quest 3. My use case requires the headset to work in 3DoF , I need to disable Headset Tracking / motion tracking in the Quest system settings, because the application is used in a moving environment where 6DoF positional tracking is not stable. However, on the latest Quest system version v203, when I disable Headset Tracking and then launch my app, the system shows a prompt asking me to enable Headset Tracking / 6DoF. If I choose not to enable it, the application closes and cannot continue. I have already tried adding the following to the final AndroidManifest.xml: <uses-feature android:name="android.hardware.vr.headtracking" android:required="false" android:version="1" /> I confirmed that this entry exists in the final APK Manifest, but the Quest system still forces me to enable Headset Tracking when launching the app. My questions are: 1. Is there an official way in Unreal Engine / Meta XR to allow a Quest app to launch when Headset Tracking is disabled? 2. Is there an Unreal equivalent of Unity’s “Allow Optional 3DoF Head Tracking” setting? 3. Is this forced 6DoF prompt a system-level behavior in the latest Quest v203 firmware? 4. Can an app disable or bypass this prompt, or is it impossible from the application side? My target device is Meta Quest 3, running the latest system version v203. Any official guidance or workaround would be appreciated. Thank you.37Views0likes1CommentOTA Zip meta quest 2
Hi, I'm repairing a Quest 2. The headset boots to the Meta logo then shows a flashing grey screen. ADB sideload mode works but the OS is corrupted. I need the official Quest 2 OTA recovery package to reinstall the firmware through adb sideload. Serial number: 1WMHHB6APM2292 Model: KW49CM (128GB) Where can i find the correct OTA zip? Please send the correct signed update zip177Views1like3CommentsThe Navigator Identity Crisis: A Call for Design Sovereignty and Customization.
To the Meta Design Team, you are making your device worse by trying to be someone else. Meta was the leader because you were the ones who actually figured out how to make standalone VR functional and accessible in the first place. For you to throw away the very leadership you built just to become a knock-off version of Apple is a total failure of vision. You didn’t need to reinvent the wheel, you just needed to polish it. Instead, you’ve scrapped a great, functional interface for a filtered version of the Vision Pro. By forcing the Navigator into a rigid, head-locked position, you’ve sacrificed user sovereignty for a spatial look that you don't even have the eye-tracking hardware to support on your current mainstream headsets. Even if your next device has that hardware, the millions of people using your hardware right now shouldn't be forced into a "look-to-lock" logic that makes the system feel broken. Taking away the ability to freely grab and park windows, forcing us to re-center our entire world just to move a menu is a massive UI/UX regression that makes the system feel less capable and more restrictive. This interface feels like it was designed by geeks who prioritize clean code and data structures over how a human being actually moves their hands and head in a room. Mark Zuckerberg started with a site that was nothing but white backgrounds and blue text a bland, sterile database and that same nerd logic has now infected the Quest. A nerd designs a menu based on where it’s easy for the code to sit; a designer or a real user needs it where their hand naturally wants to reach. Your current interface is the definition of mayonnaise tech: bland, sterile, and corporate. You finally made the Navigator transparent, but you stopped halfway. Transparency isn't just a style choice; it’s a mechanical need in a spatial environment. Why are the store, the menus, and the sub-folders still stuck in these solid gray and white blocks? Every single window should be transparent by default. This is the obvious direction for the medium, yet you're forcing us into light versus dark folders instead of just providing opacity sliders. Users need the ability to choose if they want to block the world out or let their room shine through. It is 2026, so being stuck with gray and white as our only options is a joke. A simple color wheel for the UI would allow for a green aura, a blue glow, or custom highlights for menus. A transparent green theme should be a simple slider adjustment, not a corporate mandate. You already had a winning format with the original Quest interface. You didn't need to scrap it; you just needed to make it transparent and give us the tools to move it. You need to restore the "grab-to-slide" logic so we can orbit windows 360 degrees and park them to our left or right without the system fighting us. Stop trying to look fashionable through imitation. You built your success on utility and being the original in the standalone space, don't throw that away to be a second rate copy of a competitor. Give us back the original soul of the Quest, enhanced with the transparency and the customization that this technology actually demands.117Views0likes1CommentUnauthorized MessengerLiteForiOS/LightSpeed Session Persistence & Loom v3 Privacy Bypass
I am seeking urgent assistance from the developer community to identify the origin of a targeted exploit involving an unauthorized internal developer environment. The Issue: Forensic logs (December 2025) confirm my account is being accessed via a MessengerLiteForiOS framework—a project publicly discontinued years ago. This session is running on iOS 26.1 with Build String FBAV/537.1.0.47.110. The Evidence of Targeting: The sessions originated as early as February 2025, listing iOS 26.0 as the operating system. Since Apple did not release iOS 26 to the public until September 2025, this confirms the account was accessed through a future-dated, internal developer sandbox months before the software existed for consumers. Technical Markers: Egress Device ID: 0D01F55A-0303-4EB9-A533-85FA26A10850 User Agent: LightSpeed [FBAN/MessengerLiteForiOS;FBAV/537.1.0.47.110;FBBV/846660078;FBDV/iPhone14,7] Forensic Hash: My local app containers (SHA-256: 1eec2c2032...) have been modified to include the Loom v3 tracing engine, which facilitates background sensor capture without triggering iOS privacy dots. My Question: > How can a standard user account be bound to a 'Partner-tier' developer token that allows this level of persistence? Does anyone know how to identify the Entity or Partner App ID that owns this LightSpeed session? Standard 'log out of all sessions' commands are failing to revoke this specific internal token. I am seeking a way to force a server-side revocation of all Long-Lived Tokens associated with this internal build.62Views0likes1CommentOakley Meta Glasses - 16:4 - Landscape
Tried searching for topics relating to this but unable to find anything. Dearly hoping that there are plans afoot for a firmware release from Meta that facilitates these great glasses with the ability to film in landscape mode. I am worried that this has been a massive oversight, a what could have been potentially the most revolutionary piece kit, might end up falling short at the last hurdle. If this is the case I might just have to offload them and switch back to my other action camera. Come on Meta, please shed some light on what may or may not be on the way... at least a little hint please.92Views0likes1CommentOVRCameraRig per-eye camera mode appears to double effective IPD (world scale distortion)
I found what appears to be a stereo geometry bug in Unity when using OVRCameraRig in per-eye camera mode. Sharing this with the community so others can reproduce and verify. Summary With OVRCameraRig per-eye cameras, behavior suggests effective IOD/IPD is being applied twice: Left/right eye transforms are already separated, which is expected for per-eye mode. But the final rendered behavior still looks like additional eye separation is being applied elsewhere. In practice this causes: world appearing too small compressed perceived distances movement gain mismatch versus real-world motion This can persist even when Camera.stereoSeparation = 0, which suggests the extra separation is not only coming from that property. When both per-eye cameras are forced to the center-eye position, with zero horizontal separation, scale and distance perception return to normal while stereopsis remains visible. Testing Environment Unity 6000.3.2f1 LTS Meta XR SDK 85.0 Meta Quest 3 Meta Horizon Link Reproduce Project repo: https://github.com/Danial-Kord/meta-quest-sdk-stereo-ipd-bug Contains: minimal OVRCameraRig setup two behavior-based validation scenes world-space UI and controller tools workaround script: CustomIPDOverride Test A: Dual Iron-Sight Alignment (SampleScene) Two iron sights, one per eye. Adjust horizontal offsets until both sights perceptually align. Measured separation at alignment: Per-eye default: about 12 cm Non-per-eye: about 6 cm Per-eye plus override, cameras centered: about 6 cm This suggests per-eye default behaves like about 2x effective IOD. Test B: Monocular Head-Center Alignment (HeadCenterExperiment) This is a second test independent from dual-sight balancing. Procedure: Align a single iron sight while only one eye is active. Switch to the other eye only. Physically move to align the same sight again. Compare the two saved headset poses. The difference between the two saved headset poses is used as a measure of effective IOD. Compared modes: per-eye mode: about 12 cm after test per-eye plus centered-camera override: about 6 cm after test This provides another alignment-based check of geometry consistency. Interpretation Results suggest per-eye mode in OVRCameraRig may be composing eye separation from more than one source, such as transform offset plus another pipeline stage, yielding doubled effective IOD in default behavior. Possible Fix Direction For per-eye mode, use only one baseline source: Option A Keep per-eye transforms centered and let the internal or native stereo path apply IPD. Option B Use transform offsets of plus or minus IPD/2 and ensure no additional separation is applied downstream. But not both simultaneously. Workaround CustomIPDOverride, my custom camera placement override, hooks into: OVRCameraRig.UpdatedAnchors LateUpdate Application.onBeforeRender It forces anchors from center with a configurable proportion, including zero. In my tests, this restores expected alignment and perceived scale. Request for Reproduction If anyone can reproduce this on other versions or devices, please share results. I can also provide: in-headset videos runtime logs for OVRPlugin.ipd, eye anchor transforms, and camera separation values stripped-down package Links Project repo: https://github.com/Danial-Kord/meta-quest-sdk-stereo-ipd-bug GitHub: https://github.com/Danial-Kord/ Email: danielkordm@gmail.com Our lab: BioMotionLab - Nikolaus Troje | York University Thanks for reading! Let me know your comments on it. Best, Danial Kordmodanlou61Views0likes1CommentQuest 3 Constant Restart Loop, Need full OTA firmware
Hello I have a quest 3 sistem which I use constantly, it started failing and went into a constant restart loop, and the factory reset does not work, The bootloader works and the ADB sideload works, recovery is possible but I need the Full OTA Firmware to fix it. I need to find where to download it. Thank you136Views1like4Comments