- 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.105Views1like3CommentsUnity for Education
I've been building virtual worlds for nearly 6 years as a Meta Horizon Partner. For my MFA in Art and Technology Capstone Mixed Reality Project, I created this mixed reality experience. I worked on this Mixed Reality project using Unity and the Meta SDK with the Quest 3 VR headset. This project is for elementary school students learning to read and allows for multi-sensory interactions and hands on learning with 3D objects. Students are able to see their classroom surroundings with passthrough enabled. Check out the video here: Unity for Education22Views0likes0CommentsProfiling and Memory in Unity and Unreal | Start Mentor Workshop
This video provides an in-depth guide to profiling in Unity and Unreal Engine, led by Start Mentor Sidney. The session covers the philosophy of performance, practical tool demonstrations, and strategies for maintaining optimization throughout the development lifecycle. Key Topics Covered Performance as a Feature: Why you should profile early, often, and directly on-device to avoid last-minute optimization hurdles. Unity Profiler Deep Dive: Understanding the Timeline and Hierarchy views to diagnose CPU usage and identify bottlenecks. Memory Management: Using the Unity Memory Profiler to track allocated memory, identify leaks, and manage resource pressures like render textures. Unreal Engine Insights: Navigating the “Epic way” of profiling, including how to handle Unreal's multi-threaded architecture and graphics settings for mobile VR. Automated Testing: An introduction to automated performance testing frameworks to streamline your optimization workflow. This session was recorded in May 2026 as part of the Meta Horizon Start program. 🎬 CHAPTERS 00:05 – Introduction and Speaker Background 00:43 – The Importance of Profiling: Performance as a Feature 01:12 – Pro-tip: Profile Early, Often, and on Device 05:09 – Unity Profiler: Timeline and Hierarchy Views 09:01 – Diagnosing CPU Issues and Editor Noise 10:08 – Unity Memory Profiler: Snapshots and Leaks 14:18 – Unreal Engine Optimization Philosophy 17:12 – Unreal Insights: Tracing and Thread Analysis 18:53 – Automated Performance Testing Frameworks 📚 ADDITIONAL RESOURCES ➡️ Developers Blog ➡️ Meta Quest Developer Hub 🔗 CONNECT WITH US Sign up to get the latest news from Meta Horizon. 💡 LEARN ABOUT THE META HORIZON START PROGRAM The Meta Horizon Start program provides intermediate and advanced developers with hands-on support and expert guidance to accelerate app development. Join a thriving community to access the tools and go-to-market resources you need to successfully deploy and grow your app on Meta Horizon OS. Apply to Start today.
30Views0likes0CommentsBuilding Your Custom VR Game Analytics Pipeline
This video provides an analytics primer for VR studios, explaining how to use tailored metrics to improve game performance and player experiences. It covers case studies, onboarding strategies, and the technical pipeline for data collection and visualization. This session was recorded in April 2026 as part of the Meta Horizon Start program. 🎬 CHAPTERS 00:05 - Introduction and Speaker Backgrounds 01:01 - The Importance of Game-Specific Analytics 01:52 - User Grouping and Behavioral Analysis 02:35 - Case Study: New Player Experience in Extraction Games 05:51 - Analyzing Win Rates and Retention Funnels 07:24 - Data-Driven Game Adjustments and Results 10:21 - Optimizing the Onboarding Experience 10:56 - Case Study: Granular Tracking in VAIL VR 14:19 - Feature Onboarding and the Gunsmith Feature 18:07 - How to Get Started: Three Key Steps 20:09 - Enumerating Data Points and Telemetry 21:42 - Categories of Game Events to Track 22:50 - Aggregating and Visualizing Granular Data 23:51 - The Data Pipeline: Generation, Storage, and Transformation 24:22 - Technology Stack Options for Analytics 26:03 - Data Processing and Warehouse Schema 27:23 - Analysis Tools: Dashboards, AI, and SQL 28:26 - Trade-offs: Cost vs. Customization 30:55 - Final Recommendations: Starting Your Analytics Journey 🎮 FEATURED IN THIS SESSION ➡️ VAIL VR ➡️ Contractors Showdown: ExfilZone: ➡️ Telemetry template 📚 ADDITIONAL RESOURCES ➡️ Developers Blog ➡️ Meta Quest Developer Hub 🔗 CONNECT WITH US Sign up to get the latest news from Meta Horizon. 💡 LEARN ABOUT THE META HORIZON START PROGRAM The Meta Horizon Start program provides intermediate and advanced developers with hands-on support and expert guidance to accelerate app development. Join a thriving community to access the tools and go-to-market resources you need to successfully deploy and grow your app on Meta Horizon OS. Apply to Start today.
21Views0likes0CommentsStart App Showcase: First Time User Experience & Onboarding
In this workshop, mentors from the Meta Horizon Start program discuss the critical importance of onboarding in VR games. They showcase four titles from the Start community—Cubism, Laser Dance, Loop One: Done, and RC Pilot Trainer—to illustrate how developers can effectively teach mechanics while keeping players engaged from the very first minute. Key Takeaways The “First Five Minutes” Rule: Most players are lost within the first five to ten minutes; developers must make their games both easily understandable and fun immediately. Time to Interaction & Reward: A successful onboarding experience focuses on minimizing the time it takes for a player to perform their first interaction and receive their first reward. Simplicity and Progression: Starting with trivial, guided tasks reduces cognitive load and builds player confidence before introducing complex mechanics. MR-Specific Challenges: Onboarding in mixed reality must account for the player’s physical environment; successful games integrate room setup directly into the experience rather than relying on system-level menus. Instructional Modality: Providing instructions through multiple channels—such as text, narration, and visual cues—improves accessibility and ensures players with different learning styles can follow along. This session was recorded in April 2026 as part of the Meta Horizon Start program. 🎬 CHAPTERS 00:05 - Workshop Introduction and Agenda 01:01 - The Importance of Onboarding in VR/MR 03:01 - Case Study: Cubism & Laser Dance Fastest path to the core game loop Using initial inputs for room centering and setup Level progression: from trivial to guided 15:39 - Case Study: Loop One: Done Native MR room calibration to reduce friction Combining written and narrated instructions Rewarding players with audio and visual feedback 23:27 - Case Study: RC Pilot Trainer Immediate immersion with minimal UI Retention-driving features vs. complex controls 28:08 - Q&A: Skipping Tutorials and Returning Players 32:54 - Closing Remarks 🎮 FEATURED IN THIS SESSION ➡️ Cubism ➡️ Laser Dance ➡️ Loop One: Done ➡️ RC Pilot Trainer 📚 ADDITIONAL RESOURCES ➡️ Developers Blog ➡️ Meta Quest Developer Hub 🔗 CONNECT WITH US Sign up to get the latest news from Meta Horizon. 💡 LEARN ABOUT THE META HORIZON START PROGRAM The Meta Horizon Start program provides intermediate and advanced developers with hands-on support and expert guidance to accelerate app development. Join a thriving community to access the tools and go-to-market resources you need to successfully deploy and grow your app on Meta Horizon OS. Apply to Start today.
24Views0likes0CommentsAccelerating VR Development with Agentic Workflows
This video explores how to accelerate Meta Quest development by integrating Unity AI and Meta’s Model Context Protocol (MCP) extensions. dilmerv details how these agentic tools help developers stay in focus by reducing context switching between Unity, IDEs, and documentation. Viewers will see practical demonstrations of rapid prototyping, from setting up VR scenes with natural language prompts to refining complex game mechanics and debugging performance issues. This session was recorded in April 2026 as part of the Meta Horizon Start program. 🎬 CHAPTERS 00:00 – Introduction to Unity AI and Meta MCP extensions. 01:02 – Introduction to Agentic Workflows in VR development. 04:26 – Overview of the HCOS Developer MCP and agentic tools repository. 08:14 – Exploring Unity's AI offering: Unity Assistant and AI Gateway. 11:13 – Integrating performance profiling and editor tooling. 14:27 – Deep dive into Meta’s extensions for the Unity MCP. 16:09 – Project requirements and setup for VR agentic workflows. 20:23 – Case Study: Iterative prototyping of a Quest pool mechanic game. 25:57 – Adding game polish: Glowing shaders and minimalistic UI. 29:52 – Utilizing the Immersive Debugger with AI voice features. 31:53 – Accessing Horizon OS documentation via semantic search. 33:14 – Live Demo: Activating the Meta XR Simulator and playing a Unity scene. 41:38 – Live Demo: Building and modifying game objects in the Unity Assistant. 48:34 – Live Demo: Integrating Claude with Meta MCP extensions for scene setup. 52:25 – Q&A: Expert advice on prompting strategies and best practices. 🎮 FEATURED IN THIS SESSION ➡️ Unity AI Assistant (Beta) ➡️ Meta MCP Extensions ➡️ Meta Agentic Tools ➡️ Meta Quest hzdb CLI 📚 ADDITIONAL RESOURCES ➡️ Developers Blog ➡️ Meta Quest Developer Hub 🔗 CONNECT WITH US Sign up to get the latest news from Meta Horizon. 💡 LEARN ABOUT THE META HORIZON START PROGRAM The Meta Horizon Start program provides intermediate and advanced developers with hands-on support and expert guidance to accelerate app development. Join a thriving community to access the tools and go-to-market resources you need to successfully deploy and grow your app on Meta Horizon OS. Apply to Start today.
28Views0likes0CommentsMeta 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 customer30Views0likes0Comments