App frame rate drop
Just wondering if anyone else experienced this. Happens to coincide with the announcement of Framesync, so wondered if they might be related. <meta-data android:name="com.oculus.enable_frame_sync" android:value="false" /> Have added the above to my AndroidManifest for next update just in case.15Views0likes0CommentsLooking for feedback on a small web tool I built
Hi everyone, I’ve been experimenting with building small web tools recently just to practice and learn. One of the things I built is a simple browser-based counter that can be used to count clicks, track repetitions, or test clicking speed. You can check it here: https://thetallycounter.com/ The goal was to keep it lightweight and simple so it works quickly on both desktop and mobile without needing to install anything. I’d really appreciate any feedback from other developers. Does the interface feel easy to use? Are there any features you think would make it better? Thanks in advance for any suggestions.9Views0likes0CommentsUnity WebRTC stream from iOS companion app → Quest headset connects but displays black frames
Hello everyone, My name is Mason. I’m a graduate student at Kennesaw State University and a Research Engineer working in XR environments through my Graduate Research Assistant role. I’m currently building a research prototype that connects a mobile companion application to a VR headset so that a VR user can view media stored on their phone inside a VR environment. The system uses a Unity-based mobile application to stream video frames to a Unity-based VR application using WebRTC Environment Sender Device: iPhone 15 OS: iOS 26.3 Engine: Unity 6000.3.8f1 (Unity 6.3) Graphics API: Metal Receiver Device: Meta Quest Pro headset (Unity application) Streaming Technology: Unity WebRTC package Architecture Mobile Unity app acts as the WebRTC sender Quest Unity app acts as the WebRTC receiver Connection established over LAN UDP used for discovery TCP used for signaling Video Source: Unity RenderTexture Goal The goal of the system is to allow a VR user to browse and view media stored on their phone inside a VR environment. The pipeline currently works as follows: The mobile Unity app renders media content to a RenderTexture The RenderTexture is used to create a WebRTC video track The video track is streamed to the headset The Quest app receives the track and displays it on a surface inside the VR scene Current Status Connection setup appears to work correctly. Observed behavior: Discovery between devices works Signaling connection succeeds ICE candidates exchange successfully PeerConnection state becomes Connected Video track is created and negotiated However, the Quest application displays only black frames. Sender (iOS) Behavior Inside the phone application, the RenderTexture displays correctly and the scene renders normally. Frames appear correct locally inside the Unity scene. Despite this, the Quest receiver does not display the frames. Receiver (Quest) Behavior On the Quest side, the WebRTC connection establishes successfully and the video track appears active. The video texture updates, but the displayed output is completely black. Expected Behavior The frames rendered on the phone should appear in the VR scene on the Quest headset. Actual Behavior The WebRTC connection works, but the Quest receiver only shows black frames. Things I Am Investigating Unity WebRTC compatibility with Unity 6.3 Metal texture capture limitations on iOS RenderTexture pixel format compatibility GPU readback or synchronization issues Differences between desktop Unity WebRTC streaming and iOS streaming Questions Has anyone successfully streamed Unity RenderTextures from iOS to Quest using WebRTC Are there known compatibility issues with Metal-based textures being used as WebRTC sources? Are there specific RenderTexture formats or texture types required for WebRTC on Quest Could this behavior indicate a GPU synchronization or pixel format issue? I can provide Unity console logs, WebRTC negotiation logs, screenshots of sender and receiver output, RenderTexture configuration, and minimal code snippets if needed. If anyone has experience building mobile-to-Quest streaming pipelines or using WebRTC in XR applications, I would greatly appreciate any guidance. Thank you for your time.13Views0likes0Comments🛠️ Unreal Profiling + Performance Clinic
Close to publishing your app, but running into performance issues? Join Start Mentor Sidney for an introduction to profiling tools in Unreal Engine as well as defaults that make Unreal projects more performant on the meta quest device Bring your project to the session for a hands-on performance and optimization clinic, where Sidney will show you how to analyze it using industry standard profiling tools and techniques to uncover what’s holding your app back. Are you already an optimization pro? Join in to help investigate other member’s crashes, memory leaks, and performance bottlenecks. Join on Zoom13Views0likes0Comments🛠️ Meta Runtime Optimizer + Performance Clinic
Close to publishing your app, but running into performance issues? Join Start Mentor Sidney for an introduction to the Meta Runtime Optimizer, then bring your project to the session for a hands-on performance and optimization clinic, where Sidney will show you how to analyze it using industry standard profiling tools and techniques to uncover what’s holding your app back. Are you already an optimization pro? Join in to help investigate other member’s crashes, memory leaks, and performance bottlenecks. Join on Zoom20Views0likes0Comments🛠️ App Profiling + Performance Clinic
Close to publishing your app, but running into performance issues? Join Start Mentor Sidney for an introduction to the Unity Profiler and Unity Memory Profiler and learn how to interpret the different profiles to find problems in your game. Bring your project to the session for a hands-on performance and optimization clinic, where Sidney will show you how to analyze it using industry standard profiling tools and techniques to uncover what’s holding your app back. Are you already an optimization pro? Join in to help investigate other member’s crashes, memory leaks, and performance bottlenecks. Join on Zoom25Views0likes0Comments🛠️ Overdraw Best Practices + Performance Clinic
Close to publishing your app, but running into performance issues? Join Start Mentor Sidney as she shares overdraw best practices and the impact they have on your app's performance, followed by a hands-on performance and optimization clinic where you can bring your project and analyze it using industry standard profiling tools and techniques to uncover what’s holding your app back. Are you already an optimization pro? Join in to help investigate other member’s crashes, memory leaks, and performance bottlenecks. Join on Zoom38Views0likes0CommentsMeta SDK Mixed Reality - shaky scene
I'm working on a project with Meta SDK and mixed reality in Unity I'm trying to find a way to stabilize the scene, when I shake my head or move side side, it seems to reload often or shake back-and-forth. How do I fix this? I was told to use MRUK. Is it already installed in the package of the complete SDK?14Views0likes0CommentsQuest Link completely broken; showstopper for development
Quest Link has slowly eroded in quality over time (performance). Now, it's completely broken. At first, I had issues with using Link to test from the Unity Editor. In play mode, after a bit of play time, it would turn into a slideshow and/or crash. Over time, play mode would be a slideshow pretty much immediately after launching. Not even a little play/testing time. Recently, it devolved to the point where I could no longer get Link to function properly and enter play mode from Unity Editor. As of today, Quest Link will no longer work at all. Attempting to launch it, I either get a black screen and frozen head tracking or a complete slideshow and then freezing/crashing. This is independent of Unity and trying to use Link from the editor. Link simply does not work anymore. I've uninstalled and reinstalled the latest version of Quest Link. I've installed the latest version of the MQDH. I'm using Unity 6.3 for development. Please advise; I can no longer use Quest Link for development or otherwise. This is effectively a showstopper for my development process.139Views0likes2CommentsAccessibility 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.125Views1like0Comments