Cannot set Meta Quest Link as active OpenXR runtime normally
Hello! We are developing a PC-VR app in Unity with Meta Quest 3 at our company. We use OpenXR plugin to build the code around OpenXR standard in order to support more platforms in the future. However, the button to set the meta quest link as active runtime for open xr never works on our test PCs. We've tested multiple laptops & PCs in the companies and none of them seem to be work without us manually setting the path in the registry. We've tried starting the Link app as an admin, installed it as an admin etc. One time the registry entry doesn't even get added automatically after installing Meta Quest Link App and we had to install "OpenXR for Windows Mixed Reality" to create it without writing a script to automatically create the group entry ("HKLM\Software\Khronos\OpenXR\1") in the registry. Could anyone help clarify what is up with this case and how we can resolve it? Otherwise the setup process is basically impossible for our potential customers without in-depth technical support... Thank you! References: https://community.khronos.org/t/openxr-directory-not-existing/111184754Views2likes6CommentsIssue with APK-to-APK Launch on Meta Quest — Unexpected Return to Lobby
Here’s the situation: APK(1) launches APK(2) using an intent — this usually works, but occasionally it returns to the Meta Quest lobby (immersive home)instead of opening APK(2). APK(2) then launches APK(3) — this frequently results in returning to the lobby (immersive home), and APK(3) does not open. All APKs are installed via "Unknown Sources" and are intended to run in VR mode. Tested on Meta Quest 2/3/3s, system version 81. Has anyone experienced similar behavior or found a reliable way to ensure smooth APK-to-APK transitions without falling back to the lobby (immersive home)?178Views2likes6CommentsAccessibility Feature Request: Conversation Focus Mode for Ray-Ban Meta Display Glasses
Hi everyone! I’m a Ray-Ban Meta display glasses user who is hard of hearing and wears hearing aids daily. I’d love to see a conversation focus mode added that prioritizes voices directly in front of the wearer and reduces background noise. In busy environments, this would make a big difference for hearing-aid users and others who rely on clearer speech in real time. If this type of accessibility feature is ever developed, I would absolutely love the ability to have it added to my glasses and would be happy to provide feedback or participate in any beta or user-testing opportunities. I’ve also submitted this through support channels, but wanted to share here in case the team is gathering feedback.141Views1like0CommentsHow to disable controller's auto-sleep?
Hello, I'm working on a project (PCVR) that continually reads coordinates from Quest Pro controllers (integrated cameras), all works fine in my side. My issue is that the controller automatically turns off (auto-sleep) after few minute if no movements detected, so, reading the controller's coordinates breaks. How to disable controller's auto-sleep? Thank you.61Views1like2CommentsFeature request - Expose Android Surface swapchain frames to GPU (Vulkan) for compute processing
Hello Meta XR / OpenXR Runtime Team, I’m developing a Quest 3 OpenXR 8K video player using Vulkan. It uses MediaCodec to decode video frames directly into a runtime-owned Android Surface swapchain (XR_KHR_android_surface_swapchain) in a zero-copy pipeline. This works well for playback, but it prevents the application from running any GPU processing on the decoded frames (e.g., sharpening, denoise, chroma upsampling, lightweight super-resolution) before the runtime compositor samples the surface for an XrCompositionLayerEquirect2KHR layer. Feature request: I’d like to request an official, supported way for applications to access the decoded frame content on the GPU (Vulkan) prior to composition, while retaining the benefits of the Android Surface swapchain decode path. The current copy/blit workaround is not acceptable because it adds significant memory bandwidth overhead and defeats the purpose of the zero-copy pipeline. Sincerely, Zurab Kargareteli - Graphics Engineer Vrex Immersive zurabkargareteli@vreximmersive.com116Views1like2CommentsDeveloper Mode Won't Authorise on Meta Quest 3?
I've got a couple of VR projects I've been working on in Unity (6000.0.50f1) and both have been working fine, I could hit Build and Run and I see the results in my Quest 3 headset which is connected by USB. Today I hit that button and I am told Unity can't find any Android devices. I have clicked the Notification to enable USB in the headset. I can see the Quest 3 in Windows Explorer and access its file structure. Developer mode is still active and has been turned on and off to check. This has been done on the App and the headset itself. I can still use all my side-loaded apps stored locally on the headset. I have reinstalled the adb driver in Windows. Running 'adb.exe devices' lists nothing. I have updated all Unity Packages. I have updated Unity to 6000.058f2 LTS. No amount of reboots to either device helps. I have since found that SideQuest won't connect either, my connection status on that software passes all checks (including Dev Mode Enabled and ADB Detected) except for Device Authorisation. I have deleted my .android folder on Windows to no effect. Short of a factory reset what are my options here??196Views1like2Comments360 Stereoscopic video and Multi-pass render mode
Setting OpenXR render mode to Multi-pass seems to disable stereoscopic panoramic video rendering. I'm getting only monoscopic (2D) video playback through the Unity Panoramic Skybox shader. Stereoscopic (3D) works in the Single Pass Instanced/Multi-view render mode just fine. Any idea how to make this work?185Views1like7Comments