technical issues
hello i am a game creator and i need help i have the when i try to load into my game it just doesnt let me get in its stuck at the loading part i didint add any loading screens just straight into the game and it just doesnt get in please help this is just killing my motivation i had this in all of my projects20Views0likes1CommentCrash reports
Hi guys, I have a crash report that affects just one user and always occurs in exactly the same place. Other players with the same build, same HMD are playing fine. As far as I have been able to work out the issue is related to UI Widgets but even this i am not certain of. Does anybody have any idea what's going on here and how to debug and fix it? This is the report summary and then the stack trace... oculus:native_crash:SIGSEGV:libUE4.so::FSlateRHIRenderingPolicy::BuildRenderingBuffers(sanitized)::$_21::operator()(sanitized) const Thread 10669\ #00 pc 000000000008c438 /apex/com.android.runtime/lib64/bionic/libc.so (memcpy_aarch64_simd+248) (BreakpadBuildId: 5cc6b9f35ce196db1de51b94b123688b0)\ #01 pc 0000000008abc378 libUE4.so (FSlateRHIRenderingPolicy::BuildRenderingBuffers(FRHICommandListImmediate&, FSlateBatchData&)::$_21::operator()(FRHICommandListImmediate&) const + 0x98) (BreakpadBuildId: 3e5160afb0844a0e3b5777981db217330)\ #02 pc 0000000007829a94 libUE4.so (FRHICommandListExecutor::ExecuteInner_DoExecute(FRHICommandListBase&)+168) (BreakpadBuildId: 3e5160afb0844a0e3b5777981db217330)\ #03 pc 000000000784bba8 libUE4.so (FExecuteRHIThreadTask::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&)+164) (BreakpadBuildId: 3e5160afb0844a0e3b5777981db217330)\ #04 pc 000000000784b980 libUE4.so (TGraphTask<FExecuteRHIThreadTask>::ExecuteTask(TArray<FBaseGraphTask, TSizedDefaultAllocator<32> >&, ENamedThreads::Type)+52) (BreakpadBuildId: 3e5160afb0844a0e3b5777981db217330)\ #05 pc 0000000006e3ca18 libUE4.so (FNamedTaskThread::ProcessTasksNamedThread(int, bool)+244) (BreakpadBuildId: 3e5160afb0844a0e3b5777981db217330)\ #06 pc 0000000006e3c598 libUE4.so (FNamedTaskThread::ProcessTasksUntilQuit(int)+108) (BreakpadBuildId: 3e5160afb0844a0e3b5777981db217330)\ #07 pc 0000000007889144 libUE4.so (FRHIThread::Run()+72) (BreakpadBuildId: 3e5160afb0844a0e3b5777981db217330)\ #08 pc 0000000006eb1a6c libUE4.so (FRunnableThreadPThread::Run()+96) (BreakpadBuildId: 3e5160afb0844a0e3b5777981db217330)\ #09 pc 0000000006e3b0f0 libUE4.so (FRunnableThreadPThread::_ThreadProc(void)+68) (BreakpadBuildId: 3e5160afb0844a0e3b5777981db217330)\ #10 pc 00000000000fd0ec /apex/com.android.runtime/lib64/bionic/libc.so (pthread_start(void*) [bionic/libc/bionic/pthread_create.cpp:382 + 0x4]) (BreakpadBuildId: 5cc6b9f35ce196db1de51b94b123688b0)\ #11 pc 0000000000094fb0 /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread [bionic/libc/bionic/clone.cpp:53 + 0x4]) (BreakpadBuildId: 5cc6b9f35ce196db1de51b94b123688b0) 2026 Meta24Views0likes1Commentđź§ Profiling and Memory Deep Dive
Good VR performance starts with knowing where the bottlenecks are, and profiling is more approachable than you'd think. In this session, Meta Horizon Start Mentor Sidney walks through general profiling techniques with a focus on Unity's profiler and memory profiler, Unreal Insights, and automated performance testing frameworks. This session gives you the foundational tools to find performance issues and build profiling into your regular workflow. What you'll walk away with: A practical intro to profiling and how to think about performance in your projects Unity-specific tools including the profiler and memory profiler Unreal Insights and how to use it to identify bottlenecks Automated performance testing so you can catch regressions before they ship42Views1like0CommentsOS freeze every 60 seconds with hand + body tracking
Not sure if this is the best place or if there's a support place for devs, it is hard to keep track of where best to bring these things up. Anywhoo. Spent that last 2 days tracking this down thinking it was me. But, if you are on the latest OS, in the Meta Home, with hand tracking enabled, and you flail your hands around like a madman, doing "the wave" with your fingers, alternating with making fists and being the worlds fastest drummer, you'll get a little spike, like clockwork, every 60 seconds. May seem a bit much, but my app is a dance game that uses hand and body tracking and makes use of the new fast hand and body tracking that, apart from this issue, is fantastic. It is not a huge spike, but it freezes the entire OS and so in game that translate to a little hitch in the visuals and in the music and the music hiccup is super noticeable. And it is like clockwork every 60 seconds. Though, sometimes it takes 60+ seconds for the first one. It makes my game feel unprofessional :( With hand tracking disabled, the spike does not show up. If you have hand tracking enabled but you don't move your hands much, it does not show up. I did figure out one thing though. I've got a little timer that every 20 seconds requests that fast tracking support be disabled for 10 frames, then turn it back on again. The user won't notice that tracking isn't quite as fast for 10 frames and it seems to reduce the spike about 80%, but even that 20% is noticeable and who knows how long that hack will work, an OS fix would be better. Wondering if anybody else is running into this, any other hacks I could try, and a "we're on it" from Meta or a "file this over here" would be my preferred responses :) Thanks in advance for any and all replies, Damon116Views0likes2CommentsThe Navigator Identity Crisis: A Call for Design Sovereignty and Customization.
To the Meta Design Team, you are making your device worse by trying to be someone else. Meta was the leader because you were the ones who actually figured out how to make standalone VR functional and accessible in the first place. For you to throw away the very leadership you built just to become a knock-off version of Apple is a total failure of vision. You didn’t need to reinvent the wheel, you just needed to polish it. Instead, you’ve scrapped a great, functional interface for a filtered version of the Vision Pro. By forcing the Navigator into a rigid, head-locked position, you’ve sacrificed user sovereignty for a spatial look that you don't even have the eye-tracking hardware to support on your current mainstream headsets. Even if your next device has that hardware, the millions of people using your hardware right now shouldn't be forced into a "look-to-lock" logic that makes the system feel broken. Taking away the ability to freely grab and park windows, forcing us to re-center our entire world just to move a menu is a massive UI/UX regression that makes the system feel less capable and more restrictive. ​This interface feels like it was designed by geeks who prioritize clean code and data structures over how a human being actually moves their hands and head in a room. Mark Zuckerberg started with a site that was nothing but white backgrounds and blue text a bland, sterile database and that same nerd logic has now infected the Quest. A nerd designs a menu based on where it’s easy for the code to sit; a designer or a real user needs it where their hand naturally wants to reach. Your current interface is the definition of mayonnaise tech: bland, sterile, and corporate. You finally made the Navigator transparent, but you stopped halfway. Transparency isn't just a style choice; it’s a mechanical need in a spatial environment. Why are the store, the menus, and the sub-folders still stuck in these solid gray and white blocks? Every single window should be transparent by default. This is the obvious direction for the medium, yet you're forcing us into light versus dark folders instead of just providing opacity sliders. Users need the ability to choose if they want to block the world out or let their room shine through. ​It is 2026, so being stuck with gray and white as our only options is a joke. A simple color wheel for the UI would allow for a green aura, a blue glow, or custom highlights for menus. A transparent green theme should be a simple slider adjustment, not a corporate mandate. You already had a winning format with the original Quest interface. You didn't need to scrap it; you just needed to make it transparent and give us the tools to move it. You need to restore the "grab-to-slide" logic so we can orbit windows 360 degrees and park them to our left or right without the system fighting us. Stop trying to look fashionable through imitation. You built your success on utility and being the original in the standalone space, don't throw that away to be a second rate copy of a competitor. Give us back the original soul of the Quest, enhanced with the transparency and the customization that this technology actually demands.117Views0likes1CommentUpdated Meta Horizon Link app to 85.0.0.239.552 and now USB Link breaks within a min or so.
Everything was working fine for months but after updating to 85.0.0.239.552, my USB link is broken. After a min or so, the video craps out. Images below, video attached. This is not while playing games or dev'ing in Unreal or Unity. This is simply connecting my headset and going into PC link via USB-C cable. I simply go into PC link, wait about a min, and it craps out. After this happens, I can exit out of Link. When I disconnect and reconnect the USB cable, the headset registers the connect and pops up the USB debug window. But if I go to Quick Settings, the Link button says no PC is connected. Link functionality is broken. The ONLY way to reset Link is to restart the headset. Then I can go back into PC Link, wait a min or so, and then it craps out again. This has completely stopped all development on my project.422Views3likes5CommentsIntro to Meta Quest Runtime Optimizer | Horizon Start Mentor Workshop
In this video, Start Mentor Sidney provides a comprehensive introduction to the Meta Quest Runtime Optimizer, a diagnostic tool designed to help developers identify and address performance bottlenecks in VR, AR, and MR applications. The talk covers everything from initial setup and system requirements to advanced analysis modes like “What If” testing, offering practical advice on how to integrate these tools into regular development workflows. This session was recorded in March 2026 as part of the Meta Horizon Start program. 🎬 CHAPTERS 0:00 - Introduction 1:18 - Installation and System Requirements 2:00 - Core Features: Bottleneck Analysis 2:52 - Advanced Testing: What If Analysis 4:29 - Optimization Principles and Diagnostic Work 5:33 - Workflow Integration: Level Development 6:43 - Workflow Integration: Feature Development 7:49 - Workflow Integration: Main Project Integration 🎮 FEATURED IN THIS SESSION ➡️ Meta Quest Runtime Optimizer 📚 RESOURCES ➡️ Meta Horizon Developer Forum: https://communityforums.atmeta.com/category/horizon-developer-forum ➡️ Developers Blog: https://developers.meta.com/resources/blog/ ➡️ Meta Quest Developer Hub: https://developers.meta.com/horizon/documentation/unity/ts-mqdh/ 🔗 CONNECT WITH US Sign up to get the latest news from Meta Horizon: https://developers.meta.com/horizon/newsletter 💡 LEARN ABOUT THE META HORIZON START PROGRAM The Meta Horizon Start program provides intermediate and advanced developers with hands-on support and expert guidance to accelerate app development. Join a thriving community to access the tools and go-to-market resources you need to successfully deploy and grow your app on Meta Horizon OS. Apply to Start today: https://developers.meta.com/horizon/discover/programs/start
43Views0likes0Comments🛠️ Unreal Profiling + Performance Clinic
UPDATE: please use this Zoom link to join: https://zoom.us/meeting/register/yculbhhnSAiFuvD19LmCZw 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 Zoom216Views0likes3CommentsCan Meta XR SDK build for Windows PC VR, or is it Quest-only?
I've been developing a VR game for Quest Pro/Quest 3 for the past year using Unity 6 (6000.0.40f1) with Meta XR SDK (Core 74.0.1, All-in-One 74.0.2, Interaction SDK 74.0.2, Essentials 74.0.1). Current situation: Standalone Quest APK builds work functionally Performance is poor (~40-50 FPS, pixelated visuals) Unity Editor with Quest Link runs beautifully (80+ FPS, crisp visuals) What I need to know: Can I build a Windows platform executable with Meta XR SDK and run it as a PC VR app via Quest Link? Or is Meta XR SDK strictly for standalone Quest Android builds? What I've done: Optimizing the standalone build with my own code logic and texture compression, and logging disabled (My game has a server logging feature) Limited improvement due to an asset-heavy project Why I'm asking: Since Quest Link (Editor to Quest) performs so well, I'm wondering if I can build a Windows .exe that runs the same way - using my PC's GPU while the Quest acts as a display/input device. Constraints: I need Meta XR SDK specifically for eye tracking (Quest Pro) Not using OpenXR due to reported conflicts with Meta XR SDK Has anyone successfully built Windows PC VR apps using Meta XR SDK? Or is the SDK Android-only, requiring a switch to OpenXR/SteamVR for PC builds? Any guidance or documentation links appreciated! Other questions: Does eye tracking work over Quest Link with Windows builds? Are there specific build settings or plugins needed? Any performance differences vs standalone?Solved80Views0likes4CommentsApp 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.123Views1like1Comment