Can't disable double tap enabling PTC
Hi! New version of firmvare (v81) doesn't exists option like "Passthrough->Enable passthrough double tap on quest" And now, if I double tap on my quest, it enable passthrough. How can I fix that? Maybe some adb command or smth else or only wait new update?328Views3likes6CommentsQuest 3 (v81.1034) randomly cannot access the user profile menu after waking from sleep
I have some sort of random glitch when the Quest3 headset (v81.1034) wakes from sleep. Sometimes it only shows passthrough, and the menu to select which user profile to use does not appear. If I press the sleep button a few times, the profile menu appears for a fraction of a second and then disappears and goes into passthrough mode again. So, when this glitch occurs, I am unable to select my user profile to log in to the Quest 3. If I double-tap the headset to exit passthrough, it tries to load my new Immersive Home but fails to load because I have not been able to select any profile, so it gets stuck in load screen limbo: From here, all I can do is restart the headset, which fixes the problem temporarily. This glitch has happened 3 times in the past 3 days since getting the V81.1034 (non PTC) update on 21 October. I've already reported this glitch to Meta via the headset bug reporting option. UPDATE: the glitch happened again just now. I pulled the headset away from my face slightly and noticed that the user profile menu reappeared. As soon as I put the headset closer to my face, the passthrough came back on and the profile menu disappeared. I was able to hold the headset slightly away from my face and click on my user profile using the controller. Then the headset started up as normal and my Immersive Home loaded. It seems like some sort of glitch in the way v81 uses the proximity sensor when waking from sleep.70Views3likes2CommentsBrowser WebXR apps not recognizing correct size of space
Hey! I've been trying and testing some WebXR apps for the past few days and they have been working fine with my space setup (the scan of my room). But since this morning, it's pretty messed up. The scale of the WebXR environment is not working properly in the different apps I've been trying (my own and others). It seems like it is doing a weird scaling of everything (the UI 3D panels, the objects, the planes and surfaces, etc). I thought it could be the browser and WebXR itself, but the quest device feels weird as a whole. The main menu in passthrough mode tracks a bit of my head movement, which was not happening previously. Also, I cannot focus very well on passthrough mode and looking to my surrounding makes me feel dizzy. There seems to be an offset between the real world and representations in MR (you can see that happening with my hands in the second video). This was not happening yesterday and the days before. Here is a recording of what's happening both in the browser and in the normal menu and passthrough interaction. https://horizon.meta.com/shares/Y5SSCJhQQbs1PwveM5rrfkIQVKXgfg https://horizon.meta.com/shares/iTQZ6bNkM5zH3hdRjK3KWwJFbL0WfJ I tried factory resetting and it didn't help. Rescanning of the space, didn't help.30Views0likes1CommentQuest 3 Passthrough Pausing SteamLink/Apps - Intended Change or Bug?
Hi everyone, 👋 I've been using my Quest 3 since early 2024 for both gaming 🎮 and work 💼. I got very used to a specific workflow with SteamLink: I could activate Passthrough, walk over to my PC to do something quickly, and the connection would stay active. I could still hear my friends on Discord, and the game would continue running in the background, tracking my position. It was an incredibly useful feature! ✨ However, after a recent break from VR, I've noticed a major change. Now, whenever I enable Passthrough, the entire SteamLink session pauses completely. ⏸️ No audio comes through, SteamVR reports that the headset is disconnected (sometimes even going into standby if I take too long), and my in-game avatar freezes in place. My first thought was, "This must be a SteamLink issue!" But after testing several other PC VR and Quest apps (for both work and gaming), I found the exact same pausing behavior happens with all of them. This makes me think it's a change in the Quest's OS itself. I've done some research but can't find any official mention of this behavior ever being a feature. So now I'm wondering if I was benefiting from an "It's a feature, not a bug™" type of bug that has now been 'fixed'. 🤔 So, my questions for the community are: - Can anyone else confirm this change in behavior? Was having apps run in the background during Passthrough the intended functionality before? - If this was an intended feature that got removed, is there any way to re-enable it? It was incredibly helpful. 🙏 - If this was never an intended feature, I'd like to formally request that the developers consider adding this as an optional setting! Thanks for any help you can provide, and have a great day! 😊87Views2likes2CommentsObject placed above MRUK furniture "jumps" up/down when pushing right thumbstick
Context Unity + Meta XR Building Blocks. I'm building an AR app (Passthrough + MR Utility Kit). I show a world-space UI dialog above an MRUK table (Canvas in world space, RectTransform placed at the table center + slight lift to sit on the surface -> all via script). Symptom Whenever I push the right controller thumbstick downward, the dialog appears to "jump" ~0.5 m up, and pushing again makes it jump back down. This happened both on the device and in the Simulator. What it actually is It's not the dialog moving. Logging showed Camera.main.transform.position.y toggling between two values (1.047 <-> 1.547), while the dialog's world Y stayed constant.Solved39Views0likes1CommentVr passthrough captions for hearing impaired to let you read what people around you are saying
Enhancing Accessibility with Meta Quest 3's Passthrough Captions Imagine a world where Virtual Reality (VR) isn't just a medium for gaming and entertainment but a powerful tool for accessibility. The Meta Quest 3, with its advanced passthrough capabilities, has the potential to transform this vision into reality by incorporating real-time captions for the hearing impaired. How It Works: The Meta Quest 3's passthrough technology allows users to see the real world around them while still being immersed in the virtual environment. By integrating real-time speech-to-text technology, the headset could display captions for conversations happening in the user's vicinity. This feature would enable hearing-impaired users to understand and participate in conversations effortlessly while using the VR headset. Impact on Accessibility: According to the World Health Organization, around 10% of the global population, which translates to approximately 900 million people, have some degree of hearing impairment. For these individuals, daily interactions and communications can be challenging. By offering real-time captions, the Meta Quest 3 can make VR more inclusive, ensuring that hearing-impaired users can enjoy and benefit from VR experiences just as much as others. Boosting Sales and Market Reach: Meta, as a $1.27 trillion company, stands to gain significantly from such an inclusive feature. Even a modest increase in sales can have a substantial financial impact. For instance: If the global population is approximately 9 billion, about 900 million people are hearing impaired. Capturing just 1% of this market with the new feature could result in 9 million additional users. Given the average price of a VR headset, this could translate into billions in additional revenue. By integrating real-time captioning, the Meta Quest 3 not only enhances the user experience for a significant portion of the population but also opens doors to a vast, untapped market. This accessibility feature would position Meta as a leader in inclusive technology, likely resulting in increased sales, a broader customer base, and a stronger market presence. In summary, incorporating real-time captions in the Meta Quest 3's passthrough view is not just a step towards greater accessibility—it is a strategic move that can drive significant business growth and reinforce Meta's commitment to innovation and inclusivity.825Views2likes3CommentsQuest 3 passthrough black after developing with Unreal.
Hey, the normal passthrough function in the Quest 3 doesn't function anymore / is black after diving into Unreal development and setting everything up. The toggle in the menu is NOT greyed out. Passthrough works when playing First Encounters though. Anyone experienced the same thing? Thankful for any kind of help!8.7KViews0likes20CommentsUnable to find UE5 equivalent documentation on WebCamTexture
Hi all, I've found out that with MetaXR's Passthrough API, using Unity, you can access the WebCamTexture to display on, for example, a plane. I'm in need of this feature in my project made using Unreal 5 and the lastest MetaXR plugin yet I cannot find any information or documentation on how to do so. Going through the C++ files I fail to find any references to that system or equivalent. Why is this missing? Kind regards, Stijn SimonsSolved134Views0likes10CommentsPhysical transition between rooms in XR Quest 3 - How to?
Hello, I'm making a mixed reality app, and I have scanned two rooms in my house. I have used the Passthrough, MR Utility Kit and Effect Mesh building blocks, but I can't move between rooms without the screen getting covered up in grey, even though I can see the other room being rendered in the effect mesh. How can I disable this "out-of-bounds" effect in order to transition physically between both rooms? The first image is from the room I started the app, the second is from the second room looking towards the first.54Views0likes1CommentNeed help using preset avatars from the Meta Avatars SDK
Device: Quest 3 I have to run an experiment for my project that requires me to assign a participant an avatar from a list of avatars. Once the participant selects an avatar from the list, the full body avatar should appear in front of them from a third-person perspective (3PP), and they should also be able to see the avatar's hands superimposed on their own (1PP, this is important). Both the 3PP and 1PP avatars should mimic the user's hand and head movements. So far, the existing MirrorScene is working for me with Passthrough and a Grab cube interaction. https://developers.meta.com/horizon/documentation/unity/meta-avatars-samples#mirror-scene . I can see the avatar in 1PP and 3PP. I need to know how I can swap out this avatar for another. I believe the current avatar is a fallback avatar. NOTE: I want to use the existing presets available for Quest. There are 33 preset avatars labelled as 0_quest, 1_quest...32_quest. I will only be using a handful of avatars from these presets. I am NOT using avatars from users' Meta profiles. P.S: I gave Mixamo a shot, but it's kinda time-consuming to make each joint work as I want, and making the Meta XR Interaction SDK work with Mixamo models is a pain. TLDR: I want to swap the avatar in the MirrorScene with other presets available locally. How do I do it? First-person perspective (1PP) avatar is crucial. I can't find many resources to guide me with this. https://developers.meta.com/horizon/documentation/unity/meta-avatars-overview Just FYI, I am familiar with coding but have limited knowledge of Unity and Quest.89Views0likes1Comment