- 15Views0likes0Comments
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.105Views1like3CommentsMeta Quest AI Stack: What It Actually Means for Unity Developers
Hey everyone, Degly here! I’ve been working with the Meta Quest AI stack for a while now, and I wanted to share a straightforward overview of the real value for Unity developers. There’s a lot of excitement around AI tools in Quest development, but it can be hard to understand how they fit into your workflow. Meta Quest AI Stack: What It Actually Means for Unity Developers AI tooling is showing up everywhere in Quest and Unity development, but a lot of it gets explained in a way that sounds exciting without being very useful. This video is a plain-language overview of the current Meta Quest AI development stack. The goal is not to show a deep coding walkthrough or claim that AI will build your whole app. The goal is simpler: How can these tools reduce friction, speed up iteration, and help Quest developers move through setup, debugging, content changes, and handoff more efficiently? Video / resource link: WHO THIS IS FOR Unity developers building for Meta Quest. XR developers who keep hearing about AI tooling but do not know where to start. Developers who want faster iteration, not AI hype. Anyone who wants a practical mental model before trying MQDH MCP, Unity MCP, AI Building Blocks, or the Immersive Debugger. PRACTICAL TAKEAWAYS A simple explanation of the Quest + Unity AI stack: What MCP means in practical developer terms What MQDH MCP does What the Meta XR Unity MCP Extension is for What AI Building Blocks are Why Agents and Providers matter Where Unity Inference Engine fits Why the Immersive Debugger matters for headset-first debugging The main takeaway: this stack is not one magic tool. It is a practical workflow for reducing friction across the development loop. THE STACK AT A GLANCE The video focuses on four core pieces: MQDH MCP Unity MCP Extension AI Building Blocks Immersive Debugger High-level workflow: MQDH MCP helps you gather Quest development context. Unity MCP Extension helps automate repeated Unity editor tasks. AI Building Blocks help you add practical AI features. Immersive Debugger helps you inspect and validate behavior inside the headset. RELATED LINKS Meta Quest Developer Hub overview: Enable AI tools with MCP for Meta Horizon OS developers: Model Context Protocol introduction: Meta XR Unity MCP Extension docs: Meta XR Unity MCP Extension GitHub repo: AI Building Blocks overview: Agents and Building Blocks: Providers and Inference Types: Unity Inference Engine: Immersive Debugger overview: MR Utility Kit debug and testing: Dilmer Valecillos walkthrough: Meta Quest agentic tools GitHub repo: WHAT TO INCLUDE WHEN ASKING FOR HELP If you try one of these workflows and need help, include: Which part of the stack you are testing Unity version Meta XR SDK version Quest device model Whether the headset is connected and in developer mode Screenshot of the issue Relevant logs or error messages Whether the issue happens in Editor, on device, or both FAQ Should I use all of these tools at once? No. Start with the part that solves the problem you currently have. Is this a replacement for learning Quest development? No. It is a way to reduce friction around the workflow. Is MQDH MCP the same thing as Unity MCP Extension? No. MQDH MCP is more about external Quest context such as docs, logs, screenshots, and device workflows. Unity MCP Extension is more about repeated Unity editor tasks. Are AI Building Blocks only for cloud AI? No. The Agent and Provider model is useful because Providers can represent different inference paths, including cloud, local, or on-device options depending on the feature. Is Immersive Debugger an AI tool? No. It is a runtime debugging tool used inside the headset. It is included here because it helps complete the development loop. BOTTOM LINE This stack is not about AI for the sake of saying AI. It is about tools that help Quest and Unity developers: Move faster Test easier Debug more clearly Keep projects cleaner Reduce repeated setup work Validate behavior inside the headset The practical story is simple: use AI tooling where it reduces friction, and use headset-first debugging where the real XR behavior actually happens. Degly
58Views1like0CommentsHorizon Central
I understand that Meta has its own economic reasons and market dynamics for shutting down some parts of Worlds and making it mainly available as a mobile app, while leaving only old worlds accessible on the VR platform. What I do not understand, however, is how they are managing Horizon Central these days. For some time now, Horizon Central has no longer been functioning properly and is already showing signs of its upcoming closure to the public. In Central, in fact, it is no longer possible to talk with other people because everyone is muted. Instead of preventing the many people who still visit Horizon Central every day from talking to each other, Meta could simply place a notice explaining that, in a few days, Worlds will mainly be accessible from mobile devices, that only some worlds will remain available in VR, and that Horizon Central itself will no longer be available. It would be a respectful gesture toward the many users who are attached to this platform and who will genuinely miss it.40Views0likes0CommentsAdd a toggle or remove automatic boundary switching.
I noticed with the most recent firmware updates (yay, they get worse as a new one comes out that keeps breaking my headset), that Meta has literally made my headset unusable for me. Meta, I am disabled. I have issues where I have to take off the headset almost every 10 minutes, and it sucks, really it does. Life is already super hard for me, but what I DON'T need, is for my only source of entertainment, is to come back after a flare up episode of my disability, to find that just because I put my headset down, it switched the boundary from "Roomscale" to "Stationary". Now every single time my disability acts up, I have to take the headset off, deal with my disability, come back, put the headset on, minimize steamlink, go into my settings, turn off stationary and put it back to roomscale (if it lets me because sometimes the stationary boundary gets messed up and only asks me if I want the new stationary circle HERE), then get back into steamlink, only to get motion sick because my boundary changed when I put the headset back on, and once more when switching it back to roomscale, and then have another disability flare up 3 minutes after getting resituated back into VR. You turned my quest pro into a paperweight. I don't know what the hell is going on, but every firmware update after v71 has the quest experience worse an worse, to the point where I can no longer use the headset without it causing an extreme immense of mental anguish. I bought the quest pro to be happy and play games. Not to stress the hell out every time I put it on. Thanks for the $650 paper weight Meta. - A disabled customer30Views0likes0CommentsQuest 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.76Views0likes1CommentOTA 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 zip219Views1like3CommentsThe 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.125Views0likes1CommentUnauthorized 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.104Views0likes1CommentOakley 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.120Views0likes1Comment