MRUK queryCompleteEvent error -2 on Horizon OS v203
Title: MRUK queryCompleteEvent error -2 on Horizon OS v203 — permission verifiably granted, SDK version gap suspected Hardware/software: - Quest 3, Horizon OS v203 (PTC, displayed as "v2.3") - Spatial Persistence Service: Version 84, Build Apr 19 2026 - Meta Quest Link PC app: v201 (MQDH reports persistent version mismatch) - Unity 6000.3.14f1 - Meta XR SDKs tried: v201.0.0 (Asset Store latest) and v85.0.0 (resolves to OVRPlugin 1.117 / SDK 1.1.53) - OpenXR Plugin 1.17.0, Meta Quest Support enabled (Android tab) - Settings → Apps → Spatial data: ON - Settings → Developer → Spatial Data over Meta Horizon Link: ON Symptom: Every MRUK scene query in a standalone APK build returns: E/Unity: MRUK Shared: queryCompleteEvent->result returned error code: -2 E/OVRPlugin: [XREVENT][XR_ERROR_RUNTIME_FAILURE] XR_TYPE_EVENT_DATA_SPACE_DISCOVERY_COMPLETE_META Save operations also fail with XR_ERROR_RUNTIME_FAILURE on XR_TYPE_EVENT_DATA_SPACE_SAVE_COMPLETE_FB. Meanwhile, Guardian's own concurrent spatial query (com.oculus.guardian) on the same device at the same time succeeds and returns 27 scene anchors including a room mesh. So the scene data exists and is loadable by system-level queries, just not by dev.hololabs.mrwow's MRUK query path. Permission verification (per developers.meta.com Spatial Data Permission doc): Implemented Option 1 (explicit Unity Android Permission API) with MRUK Load Scene On Startup disabled and OVRManager Scene checkbox unchecked, so no request races. Logcat confirms full grant pipeline: I/GrantPermissionsActivity: onCreate: requestedPermissionsArray=[com.oculus.permission.USE_SCENE] mTargetPackage=dev.hololabs.mrwow V/GrantPermissionsViewModel: Permission grant result permission=com.oculus.permission.USE_SCENE result=4 V/GrantPermissionsViewModel: Permission grant result permission=horizonos.permission.USE_SCENE isImplicit=true result=4 I/Unity: [MRUKDebug] PermissionGranted: com.oculus.permission.USE_SCENE Permission.HasUserAuthorizedPermission("com.oculus.permission.USE_SCENE") returns true after the grant. The documented failure modes for missing permission are "0 anchors, no error" or LoadDeviceResult.NoScenePermission. Neither matches what I'm seeing. Diagnostic observations pointing at SDK/firmware version gap: - OVRPlugin v201 startup log shows ~32 OpenXR extensions requested by the SDK but reported "unavailable" by the v203 runtime, including XR_FB_render_model, XR_FB_spatial_entity_sharing, XR_META_environment_depth, XR_META_colocation_discovery. - OVRPlugin v117 (downgrade) fails differently: ~20 "MRUK Shared: Unable to bind OpenXR function" warnings at startup, then the same -2 error. v117 expects extensions that have been renamed or removed in v203. - The RipcClient log reports the Spatial Persistence Service running on the headset is Version 84, Build Apr 19 2026. This appears to significantly predate the v201 SDK package release. This suggests v203 Horizon OS firmware is in a compatibility gap between currently-released Meta XR SDK packages. v201 SDK expects v204+ runtime extensions; v85/v117 SDK expects an older extension set that v203 has moved past. Questions: 1. Is there a Meta XR SDK release matched to Horizon OS v203 that isn't on the Asset Store yet? 2. Is there a documented way to roll a Quest 3 back from v203 PTC to v201 stable for development? 3. Should the v201 SDK release on the Asset Store be considered pre-release / not-yet-compatible with currently-deployed firmware? Happy to provide full logcat, AndroidManifest, Packages/manifest.json, or any other diagnostic info. cheers!75Views0likes1CommentMeta quest 3 scanner breaks
Hello! I have a Unity project for Meta Quest 3 that uses MRUK. The app starts in a room, but I have "Load Scene on Startup" disabled in MRUK, and I don’t call LoadSceneFromDevice until the user is in the room where the scan was created. The problem is that sometimes the room scan breaks randomly for no apparent reason. What can I do? Since I need to start the app in a different room, should I create and store multiple rooms so the system knows where it is? For example, having two rooms saved and letting it detect which one it’s in. Should I start with the quest cameras covered so it doesn’t try to recognize the space until the user is in the correct room, hoping it will recognize it immediately. Is this the right approach? Thanks, this apk is for a restaurant, where the waiters start the aplication in a room, go to another (where is the scaned room) and gives them to the customers, and the experience start and they don't live the room.23Views0likes0Commentsapriltag setup for quest 3
Hello I am working out how to crate an Apriltag system on my quest3 with unity. id like to play with mesh objects that I crate in Rhino, and would like to place them in the AR. I want to place tags so I can find my objects back later on. In my set up I have a button to pin the object and one to reposition the object. At the moment I did not succeded yet to project an object onto the tag. very fruatrating pherhaps I missing something. anyone who can help would be great! thanks17Views0likes0CommentsMRUK queryCompleteEvent error -2 on Horizon OS v203
Hardware/software: - Quest 3, Horizon OS v203 (PTC, displayed as "v2.3") - Spatial Persistence Service: Version 84, Build Apr 19 2026 - Meta Quest Link PC app: v201 (MQDH reports persistent version mismatch) - Unity 6000.3.14f1 - Meta XR SDKs tried: v201.0.0 (Asset Store latest) and v85.0.0 (resolves to OVRPlugin 1.117 / SDK 1.1.53) - OpenXR Plugin 1.17.0, Meta Quest Support enabled (Android tab) - Settings > Apps > Spatial data: ON Symptom: Every MRUK scene query in a standalone APK build returns: E/Unity: MRUK Shared: queryCompleteEvent->result returned error code: -2 E/OVRPlugin: [XREVENT][XR_ERROR_RUNTIME_FAILURE] XR_TYPE_EVENT_DATA_SPACE_DISCOVERY_COMPLETE_META Save operations also fail with XR_ERROR_RUNTIME_FAILURE on XR_TYPE_EVENT_DATA_SPACE_SAVE_COMPLETE_FB.35Views0likes0CommentsProblem with SharedSpace and Colocation
I'm currently working on a mixed reality project, the idea is to allow two players who are physically in the same real world space to place objects around the room. Right now I'm working on the multiplayer part of the project. I used a custom script instead of the Building Blocks to connect both users using Photon Fusion and create a room with a code. The problem is that, during testing, the players do not see objects in the same positions. The objects move correctly, but they appear in different locations for each user. To fix this, I started looking into Space Sharing and Colocation so I can ensure both users share the same room alignment and anchors. I started implementing it, but I ran into another problem: I don't seem to be able to test it properly, is the only way to test this with two physical devices? Currently, I'm trying to test using one device and the Unity Editor with XR Simulator. When testing, I can see all the debug logs on the device build. When using the XR Simulator, it does not finish the process of creating the anchor IDs, and if it is running as the client, it never finishes retrieving the anchors either, in both cases, it only shows: "Starts the process..." (<- my debug log) For the Building Blocks, I'm using Passthrough, Shared Spatial Anchor Core, NetworkManager, Platform Init, and Effect Mesh to verify whether both users are sharing the same room.87Views0likes3CommentsURP Problem in MRUK Project
2026/05/11 15:29:48.618 29798 29832 Error Unity NullReferenceException: Object reference not set to an instance of an object. 2026/05/1115:29:48.618 29798 29832 Error Unity at UnityEngine.Rendering.Universal.UniversalRenderPipeline..ctor (UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset asset) [0x00000] in <00000000000000000000000000000000>:0 2026/05/11 15:29:48.618 29798 29832 Error Unity at UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset.CreatePipeline () [0x00000] in <00000000000000000000000000000000>:0 2026/05/11 15:29:48.618 29798 29832 Error Unity at UnityEngine.Rendering.RenderPipelineAsset.InternalCreatePipeline () [0x00000] in <00000000000000000000000000000000>:0 2026/05/11 15:29:48.618 29798 29832 Error Unity at UnityEngine.Rendering.RenderPipelineManager.TryPrepareRenderPipeline (UnityEngine.Rendering.RenderPipelineAsset pipelineAsset) [0x00000] in <00000000000000000000000000000000>:0 2026/05/11 15:29:48.618 29798 29832 Error Unity at UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipelineAsset, System.IntPtr loopPtr, UnityEngine.Object renderRequest) [0x00000] in <00000000000000000000000000000000>:0 2026/05/11 15:29:48.618 29798 29832 Error Unity UnityEngine.Rendering.RenderPipelineAsset:InternalCreatePipeline() 2026/05/11 15:29:48.618 29798 29832 Error Unity UnityEngine. I’ve run into this problem a couple of times now. Basically, the project works fine in the editor, but after building it and opening it on the Quest, everything is completely black. If I get too close to the walls, I can see the blue grid warning that appears when you are near the boundaries, but other than that, I can’t see anything. The first couple of times, reimporting the project library or setting the passthrough composition depth to 1 fixed it. I also tried checking the quality and graphics settings and creating a new URP asset, but none of that worked.39Views0likes0CommentsUnity Quest 3 Passthrough Mirroring to PC Screen via Oculus Link
Hi everyone, I'm developing a Unity Mixed Reality app using the Meta All-in-One SDK with OVRCameraRig and OVRPassthroughLayer. The app runs on Quest 3 via Oculus Link (USB cable) and works perfectly inside the headset — passthrough and virtual content both display correctly. However, I need to mirror the full passthrough view (real-world camera feed + virtual content) to a PC screen as a Screen Space UI inside my Unity app window. What I've tried: • OVRMirrorCapture using secondary Camera + RenderTexture → only shows virtual layer, passthrough background is black • PassthroughCameraAccess (Meta MRUK Building Block) → fails with error: 'CameraGetLatestImage is only supported on Android' • OVRDisplay.GetEyeTextureForMirror() → method doesn't exist in current SDK • XRDisplaySubsystem APIs → methods not available in current Meta XR SDK I've seen the official GitHub issue (#48 on Unity-PassthroughCameraApiSamples) where a Meta developer confirmed Passthrough Camera API is not supported over Link yet and will be in a future release. My questions: 1. Is there any currently supported method to get the full passthrough feed (including real-world camera) into a Unity RenderTexture or UI element on PC via Link? 2. Is Mixed Reality Capture (MRC) a viable path for this use case? 3. Are there any workarounds available while we wait for official Link support? Any help or direction would be greatly appreciated. Thank you!89Views0likes2CommentsUnity – Room creation working on one device but not on another.
I’m currently working on a project using MRUK. It uses room scanning to instantiate walls, floors, ceilings, and so on. The user can place objects in their room. When I test on my device, everything works fine. However, on my friend’s device, it doesn’t work. The objects are not moving and just float in the air. After some debugging, we found that the room was not being created, so there is nowhere for the objects to be placed. I added an effect mesh and immersive debug tools to understand what was happening on my friend’s device. The room is not being created, and the console shows logs like “Room not found,” along with other debug messages I added to check if any room data was being returned from the device. We tried reverting to earlier versions where we are sure everything was working, but the issue persists on his device (mine works fine). This makes me think it could be related to permissions. However, after checking the settings, the app does have permission to access spatial data. We also tried clearing all scanned rooms and spatial data from his device, and even reinstalling the app, but nothing worked. Some additional details that might be relevant: - We are using SideQuest to install the builds - In the latest versions, we added multiplayer using Photon - We tried scanning the room before opening the app, and also triggering a scan from within the app using a button77Views0likes1CommentUnity-SpaceSharing sample fails with shareLocalScene failed: FailureOperationFailed (-1006)
Hi, I am trying to use the Unity-SpaceSharing sample: https://github.com/oculus-samples/Unity-SpaceSharing I consistently get: shareLocalScene failed: FailureOperationFailed (-1006) I have already checked the usual setup items. The app is in the Alpha release channel, the App ID is correct, MQDH/device setup looks correct, and spatial data sharing is enabled. What I’m seeing in the logs is: Repeated local anchor read failures with error -60001 Then shareSpatialEntity failed with GraphQLError code=2128008 A server message saying some anchors could not be found in the cloud by ID Also, Mesh upload through cloudAnchorService is not supported Two example anchor IDs mentioned in the failure are: ce6a45dd-d2bd-2115-e2d7-8ec57d8fcd58 9c4d1d9c-7949-392b-c39c-3ca9c3ee1547 I am calling the sample’s local scene-sharing flow from the MRUK room-sharing path, but I also tested a version where I manually built the anchor list from room anchors and child scene anchors. My questions are: Is FailureOperationFailed (-1006) usually caused by anchors not being uploaded or not being available in the cloud yet? Is there a known issue in the sample where sharing a manually collected anchor list can include unsupported scene or mesh anchors? Should the recommended approach be to use only room.ShareRoomAsync(groupId) or mruk.ShareRoomsAsync(mruk.Rooms, groupId) and avoid manual anchor collection? Does error -60001 indicate that the scene anchors need to be recreated or re-persisted before sharing? If helpful, I can also share the exact method I am using and a larger log snippet. Thanks.102Views0likes1CommentERROR_CLOUD_MESH_UPLOAD_FAILED(-400039)
Unity colocation build with MRUK, getting this error in Logcat and "host can't share the room with group xx-xx.." on immersive debugger... User ID and User profile active in dashboard, device has spatial permission enabled, project uploaded to alpha channel, my own user invited as tester, Keystore signed, tried with 4 different WIFI, no LLM has a clue... was working before upload alpha, What else should I check?234Views2likes5Comments