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/111184699Views2likes6CommentsOVROverlayCanvas broken across whole project
I decided to try out OVROverlayCanvas with a small test, and sure enough, it turned my fuzzy UI into crisp, perfect quality UI. So I made the necessary changes across the entirety of my project. Things were looking great in the build. Then, for no apparent reason, every instance of OVROverlayCanvas across multiple scenes broke. They went from looking like this: …to looking like this while running in a build: Between when it was working and when it failed, the scene from which I've taken the above screenshots, has had no changes at all. Any suggestions? I’m working in Unity 6.3.1f1 with Meta XR SDKs v 83.0.1, OpenXR Plugin v.1.16.1470Views0likes0CommentsSolution to stream Passthrough View via Quest Link
Hi All, I'm working in an Unity project with a passthrough view enable for visualization purpose and I'm trying to find a solution to stream my Quest 3 view onto a TV or any display. Previously, I used the Quest Link from Unity to Quest 3 and used the iPad to cast my Quest 3 view onto it and connect it to an TV via HDMI. However, this doesn't seem like the best solution as I experienced some issued with it while running Quest Link. I thought about using some sort of dongle (Thunderbolt?) to connect it to Quest Link and have an HDMI out but I'm not sure if it works in the first place. To summarize, I would like to stream my passthrough view onto a TV WHILE using Quest Link from Unity (building the app onto quest 3 is not desireable). Cheers.213Views0likes4CommentsDeveloper 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??186Views1like2Comments360 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?179Views1like7CommentsIssue 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)?172Views2likes6CommentsDevice goes to sleep in 1 minute
Ever since I updated to v78, my devices go to sleep in 1 minute. I'm on v79 now and this persists. I have the "power" settings so that it is supposed to sleep in 4 hours, but they seem to have no effect. I also have my presence sensor disabled (as well as having tape over it). This is driving me crazy because if I set my headset down, I have 60 seconds to debug before it turns off and suspends my title, then when I pick it up, I have to choose a profile again before I can continue. Meta: how do I disable this? I used to be able to keep my devices awake and running my app for HOURS, through many iterations of debugging. I try to drive my app through automation as much as possible, and when I am debugging multiplayer, I would be in the habit of running the app on both headsets via ADB and driving most of the interactions through APIs so I don't have to juggle headsets. This is now impossible because in 60 seconds, the device goes to sleep. I'm desperate for a setting that fixes this. Here is what I see after 60 seconds: 07-23 18:33:23.012 26999 26999 I OpenXR : nativeOnActivityPaused: com.xxx/com.unity3d.player.UnityPlayerActivity 07-23 18:33:23.030 26999 27020 I Unity : [XR] [517062613424] [18:33:23.030][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE session=3 time=4042000107552 07-23 18:33:23.033 26999 27020 I Unity : [XR] [517062613424] [18:33:23.033][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_SYNCHRONIZED session=3 time=4042003440209 07-23 18:33:23.033 26999 27020 I Unity : [XR] [517062613424] [18:33:23.033][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_SYNCHRONIZED->XR_SESSION_STATE_STOPPING session=3 time=4042003630209 07-23 18:33:23.188 26999 27020 I Unity : [XR] [517062613424] [18:33:23.188][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_STOPPING->XR_SESSION_STATE_IDLE session=3 time=4042171927934 07-23 18:33:23.192 26999 27091 I Unity : [XR] [511524841904] [18:33:23.192][Error ] xrDestroySwapchain: XR_ERROR_HANDLE_INVALID 07-23 18:33:23.192 26999 27091 I Unity : [XR] [511524841904] [18:33:23.192][Error ] xrDestroySwapchain: XR_ERROR_HANDLE_INVALID 07-23 18:33:23.192 26999 27091 I Unity : [XR] [511524841904] [18:33:23.192][Error ] xrDestroySwapchain: XR_ERROR_HANDLE_INVALID154Views0likes4CommentsAccessibility 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.134Views1like0CommentsError passing entitlements check in Native SDK
I cannot pass the entitlements check in the Native SDK, receiving the following message: Either the service couldn't be connected to, Horizon isn't installed, or you're running an incompatible version of Home/Horizon Here is the context for a better understanding: - My Meta account has been added to the organization where the app was created. - My Meta account has been added to the test channel where the app is being tested. - The app has been in the Meta Horizon Store for a long time, and now I'm trying to release a patch. - Developer mode is enabled. - The SDK is initialized with the correct App ID. - I see the app in my library. - Both the headset and the mobile app have the latest update. However, I cannot pass the entitlements check even in the latest version of the app published in the Meta Horizon Store. Could you tell me what I'm missing?121Views0likes3Comments