Regarding QR Code Recognition Accuracy
After updating to v83, the QR code recognition feature started performing worse than it did on v78—for example, it no longer recognizes from a distance of about 50 cm, it fails when the QR code is angled around 45°, and it also stops recognizing when the code is even about 10 cm away from the center of the view; if anyone knows how to fix this, please let me know.Trying to get Scene working
Hello all, I'm starting an AR Unreal 5.6.1 app with the Meta Quest 3. I'm trying to figure out how to scan my (real) environment and do raycasting against the room mesh. The Scene docs page points me over to the MRUK page. The MRUK page says to call LoadSceneFromDeviceAsync. When I do that my App crashes, and I pulled the .log file off my Android/<project> folder on my device and it had no callstack. So I started reverse engineering the setup done in the "Core" level in MRUtilityKitSample. The thing is, I can't get scene scans to work in the Sample on the Quest 3 either. On the Quest 2, it forced me to manually draw walls and furniture but then I was able to use the raycast modes, identify the main wall, etc. On the Quest 3, it takes me to the room auto-scanner but then when I return to the MRUKSample app the Room Details widget says there are 0 rooms loaded and none of the core demo modes seem to do anything. I noticed that Core.umap -> SetupRoom is using a deprecated node, LoadGlobalMeshFromDevice. So I tried replacing it with GenerateProceduralSceneMesh, but that function fails if you don't add a global anchor first. So before I continue to try to mess with this I want to ask if anyone has gone through and gotten scene capture working on v81. MetaXR plugin is v81.0 / the OculusXR.uplugin file has Version Name "1.113.0" Headset says software is up to date, is also v81.0 from Nov 20, 2025 This is what I see after I run "launch scene capture" and return.Solved60Views1like5CommentsMRUK Shared: Unable to bind OpenXR function
This one's killin' me! It started with the release of v83 link I think. I get this on every system I own now, any time I try to connect a Unity 6.2 project to link. This wasn't happening before, and it's impossible to get around. Please help. I will take any advice and try anything at this point. What I have tried: 1. Uninstall everything 2. Reinstall everything 3. Change link cables 4. Try new headsets 5. Try on a new system with a different chip set 6. Try with a new project Every single time I get this. All I can think of is that there's an error saying the version of the Meta tools in Unity is 81 but the link app is 83. Is that it? Do I just need to wait for an updated Unity plugin? MRUK Shared: Unable to bind OpenXR function UnityEngine.Debug:LogFormat (UnityEngine.LogType,UnityEngine.LogOption,UnityEngine.Object,string,object[]) Meta.XR.MRUtilityKit.MRUK:OnSharedLibLog (Meta.XR.MRUtilityKit.MRUKNativeFuncs/MrukLogLevel,char*,uint) (at ./Library/PackageCache/com.meta.xr.mrutilitykit@7a74cdb228ff/Core/Scripts/MRUK.cs:632) Meta.XR.MRUtilityKit.MRUK:InitializeSharedLibrary () (at ./Library/PackageCache/com.meta.xr.mrutilitykit@7a74cdb228ff/Core/Scripts/MRUK.Shared.cs:89) Thank you, -Chilton84Views0likes4CommentsIssue with Meta Interaction SDK v74 on Oculus-5.5-v74 Unreal Engine Fork
Issue Description I downloaded the Meta Interaction SDK (version 74) and integrated it into the Unreal Engine fork oculus-5.5-v74 from GitHub. The integration works correctly inside the Editor, and VR Preview runs without any issues. However, when I package the project for Quest and install the APK on the headset, the application: launches, shows a black screen for less than a second, then immediately crashes/auto-closes. When I disable the Meta Interaction SDK plugin and rebuild the project, the packaged application works normally on the device. This confirms that the crash is directly caused by the Interaction SDK during runtime on the Quest. What I Have Already Verified The plugin is properly added under /Plugins/runtime/OculusInteraction. Engine fork version matches the Meta SDK version (both v74). No conflicts in Editor logs. No errors during packaging. The crash happens only on device startup, not in VR Preview. Expected Behavior The packaged app should run the same way it does inside VR Preview. The Interaction SDK should not crash the application on Quest when the correct version is used. Request Could you please advise on: Whether Meta Interaction SDK v74 is fully compatible with the fork oculus-5.5-v74-openxr-asw-ffr. Any additional setup required to ensure correct initialization on Quest (permissions, XR loader, manifest changes, MetaXR modules, etc.). Whether this is a known issue for v74 of the SDK. If this fork requires a specific Interaction SDK variant different from the public one.55Views0likes2CommentsWhy does an MRUK Room sometimes get loaded at an angle?
I'm working on an AR app in Unity which makes used of the global mesh of the room I'm currently in. It seems that on rare occasions the whole room gets created/loaded at an angle. Not a rotation around the up-axis, but an actual tilt. I can easily detect that this happens, but from there on out I seem to be stuck. From what I can tell there is no API to go "hey, please attempt to reload the rooms again". I guess I could reload the scene, triggering a reload of the MRUK prefab, and see if that fixes things, but that's not ideal. So I guess my question is twofold. Is this a known bug/issue? How can I, when I detect this happens, cause a specific room to get "reloaded"? Unity Version: 6000.0.56f1 Current Meta Packages: 81.0.1 (Although the behaviour dates from well before that)65Views0likes1CommentQuest 3 OpenXR: Hand Tracking, Vive Ultimate Tracker — Need Both Together
In my project, I am trying to achieve object tracking. I want to place the Vive Ultimate Tracker on a real object while also tracking the user’s real hands on the Quest 3 using OpenXR. The issue I’m facing is that when I use SteamVR Link, the tracker works correctly using the HTCViveTrackerProfile (as shown above) and the Tracked Pose Driver, but the real hand tracking does not work. However, when I use Meta Quest Link to run the same scene, the real hand tracking works, but the Vive Ultimate Tracker does not track. I want to combine both systems so that hand tracking and the Vive Ultimate Tracker work at the same time, and I need a clear conclusion on how to achieve this. Or give me another way to track the real time object and hand tracking9Views0likes0CommentsSerious bug in Link Installer
Hi, I'm trying to track down a bug between Unity and Link, and instead I ran into this twice on two different machines. The link installer is looking for an app named OculusClient.exe, but the app's actual name is Client.exe. This started with the current update, which I think is v83. I don't understand how more people aren't hitting this brick wall. Unfortunately, this is NOT the bug I'm trying to nail down. It's just a different serious bug, as it completely stops the install process. -Chilton53Views0likes3CommentsLower frame rate in Unity app
Hello! I am currently doing a project where I need to reduce the frame rate in passthrough significantly (5-30fps). I cannot find anything in the PassthroughCameraApiSamples or in Meta documentation and have tried throttling to "fake" fps drops in multiple ways. Does anyone have a working solution on how to lower passthrough fps? Thanks in advance!35Views0likes2CommentsMETAXR plugin crashes on PIE
I am using METAXR plugin V1.110.0 / UE 5.5.4 If I try to run my game PIE in viewport or VRPreview it crashes with the below error - This happens if I try to load any widget menu containing MRUKSubsystem/Launch Scene Capture. If I disable the menu it loads. The game does not crash if build and run directly on Quest but I really need to be able to test in the editor. Anyone know a fix? LoginId:bc44035f48d9c6c278222b8dc749e0ef EpicAccountId:8706d436a29d4b82ae1d40ea1b5836a4 Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000000 mrutilitykitshared mrutilitykitshared mrutilitykitshared mrutilitykitshared mrutilitykitshared mrutilitykitshared UnrealEditor_MRUtilityKit!UMRUKSubsystem::LoadSceneFromDevice() [Y:\MetaCompWorkspace\Metacomp\Plugins\MetaXR\Source\MRUtilityKit\Private\MRUtilityKitSubsystem.cpp:454] UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_UMG UnrealEditor_UMG UnrealEditor_UMG UnrealEditor_UMG UnrealEditor_UMG UnrealEditor_Engine UnrealEditor_Engine UnrealEditor_Core UnrealEditor_Core UnrealEditor_Core UnrealEditor_Engine UnrealEditor_Engine UnrealEditor_Engine UnrealEditor_Engine UnrealEditor_UnrealEd UnrealEditor_UnrealEd UnrealEditor UnrealEditor UnrealEditor UnrealEditor UnrealEditor UnrealEditor kernel32 ntdll17Views0likes0Comments