Can I download older version of Meta Link?
Hi, I have three products that were supposed to launch on December 1, and all three are dead in the water, waiting on a fix for the Meta Link v83 bugs. The headset update to v83 did not fix any of my issues on any system, Nvidia or AMD, on any of three PCs I've tested on. I switched headsets, cables, and did full uninstall / reinstall cycle. If I start with a basic Unity app and add the All-In-One SDK, it flat out refuses to work with even the most basic OVRCameraRig setup. I don't know how this isn't plaguing everyone else. But I need to ship these products. Is it possible for me to download and use an older version of Meta Link ? Does Meta have pre-release versions of Meta XR All-in-One SDK ? The official one is still v81. That might be the silver bullet. Thank you, -Chilton679Views0likes1Comment[Performance Clinics] Most Common Bottlenecks
Hi all, angelsin here! Over the past couple months I have been running the Performance and Optimization clinic where I have had a chance to look at projects from the community and I wanted to share a breakdown of common performance bottlenecks I have seen, particularly in Unity, though many of these apply across engines. CPU-Bound Bottlenecks When your application is CPU-limited, the frame time is constrained by tasks that must complete on the main thread before rendering can proceed. Some frequent culprits: 1. Excessive Use of Update() A high volume of Update() calls can lead to significant per-frame overhead. Even empty or lightweight updates add up. Centralizing logic or adopting an event-driven architecture can reduce overhead. 2. Verbose Logging (Debug.Log, print) in Runtime Builds Logging per frame, especially within tight loops or frequent callbacks, adds unnecessary CPU and I/O overhead. Always disable or strip debug output in production builds. 3. Synchronous Operations on the Main Thread Blocking operations such as asset loading, file I/O, or network requests should never run on the main thread. Use asynchronous APIs or offload to worker threads when possible. 4. High Garbage Collection Pressure Frequent allocations (e.g., via new, string concatenations, LINQ) can cause GC spikes that result in frame drops. Profiling tools like Unity’s Memory Profiler can help identify hot allocation paths. Object pooling and reuse patterns are critical in VR. GPU-Bound Bottlenecks GPU limitations often arise from rendering complexity or shader overhead. These can manifest as reduced frame rates, late frames, or motion stutter—particularly problematic in VR where latency is noticeable. 1. Overly Complex Shaders Fragment-heavy shaders, excessive dynamic branching, high instruction count, or unoptimized lighting models can degrade performance rapidly. Use shader variants and fallback techniques, and test on target GPU hardware. Remember that the Quest is just specialized mobile hardware 2. High Polygon Count / Geometry Throughput High vertex counts or excessive draw distances increase vertex shader load. Implement LODs, frustum and occlusion culling where applicable. 3. Excessive Draw Calls State changes (materials, shaders, meshes) are expensive. Use static and dynamic batching, GPU instancing, and texture atlases to reduce draw call count. Tools like Unity’s Frame Debugger or GPU profilers can help diagnose this. 4. Screen-Space Post-Processing Effects Effects like TAA, SSAO, bloom, and depth-of-field can be expensive, especially at VR resolutions. Evaluate the performance cost vs. visual gain, and ensure effects are configured for stereo rendering (some aren’t by default). 5. Overdraw and Transparency Transparent geometry (particles, UI, decals) contributes to overdraw and increased fragment workload. Reduce transparency layers, sort particles efficiently, and consider depth pre-pass strategies. 6. Expensive Particle Systems Particle effects with large numbers of particles, expensive materials, or high update rates can saturate both CPU (emission, update) and GPU (overdraw, shading). Bake or optimize where possible, and avoid full-screen effects relying on particles. Best Practices Profile early and often using tools like Unity Profiler, RenderDoc, Meta Runtime Optimizer, and the MQDH. Always remember to check the timeline view as well as to deep profile if you cannot find the problems Always test on target hardware under worst-case scene conditions. Use GPU and CPU frame timing breakdowns to correctly identify the bottleneck domain before optimizing. Would love to hear what others have run into in real-world VR projects. Are there any less obvious bottlenecks you've encountered, or tools you’ve found indispensable during optimization? Looking forward to hearing your insights, and be sure to keep an eye on the Events on the Discord where we will continue to have Performance and Optimization clinic hours if you want to drop by for help. -Sidney71Views0likes1CommentExtremely long loading times for VR PREVIEW in Unreal Engine after updating Meta Quest Link to v85?
Hey Guys! Has anyone else experienced extremely long loading times for VR PREVIEW in Unreal Engine 5.5.1 after updating Meta Quest Link to v85? I literally have to wait 3 minutes, when it used to load in about a few seconds.Solved59Views0likes2Comments🔧Tune it! Performance and Optimization Clinic
A drop-in hour where you can come and get some help from Start Mentor Sidney (@angelsin) and your peers in interpreting profiles, reading RenderDoc, and overall understand any pain point areas in your app. This is an ongoing series, running every Monday at 12PT. Join on Zoom29Views0likes0CommentsCase Studies and Video | Post. Refine. Repeat | Scout House x Meta Horizon Go-to-Market Academy
Social Media Strategies & Tactics for Meta Horizon Creators What if you could boost your world’s discoverability on social media without it cutting into your build time? That’s the exact pain point this session aims to solve. In our latest collaboration with Scout House , and the final GTMA session of 2025, expert creative strategists Kara Kittel and Sam Yu show you how to turn everyday gameplay clips into short-form content that earns views while saving you time. 💡 Here’s what you’ll learn by watching this session: Creators who stuck to a consistent posting schedule and quick capture and editing workflows saw noticeable gains in their reach and engagement. Clear opening hooks in the first seconds of a post consistently outperformed slower, work-in-progress openings. Even simple performance metrics like views, engagement, and retention can have a big impact on your social media presence. ♾️ Watch the full session. In addition to the on-demand video above, you can explore three MHCP creator case studies from the Meta Horizon Social Media Bootcamp. Each creator you see here implemented the same proven framework to their unique circumstances to drive results: TakaTado Case Study: @takatado focused on clearer hooks and consistency JDun Case Study: @jdun used simple analytics to ship high-volume, personality-driven content Chixie Case Study: Chixie traded highly-polished posts for quick, consistent updates to expand her reach Ready to level up your social media game? Get started via resources below.
16Views1like0Comments🎥 Create Hand-Painted Textures with Stylized Shadow Baking
In this hands-on workshop, MHCP mentor SpaceGlitterUnicorn walks through a repeatable workflow for baking painterly shadows into textures using Blender and Photoshop. Learn how baked lighting delivers consistent mood across devices and reduces performance overhead, with practical techniques you can apply directly to your own worlds.
20Views0likes1CommentError with Unity Vulkan Dynamic Resolution Despite Supported Version?
I'm on a project on Unity 6000.0.58f2, and can't seem to get dynamic resolution working as expected on a build for the Quest 3. OVRMetrics shows that dynamic resolution isn't working (the resolution is fixed). When I activate dynamic resolution, I get the following error: Error Unity Vulkan Dynamic Resolution is not supported on your current build version. Ensure you are on Unity 2021+ with the Oculus XR plugin v3.3.0+ or the Unity OpenXR plugin v1.12.1+ However, our project is on 4.5.2 of the Oculus XR Plugin. The error suggests this version is supported. Has anyone else had this error, and is anyone aware of a solution (or a supported version of the engine/plugin?)37Views0likes2CommentsWho do I have to talk to, to get this done right?
Your art director may need to be replaced. Here's a common sense suggestion, that Meta needs to implement into the user interface; allow the user to adjust the opacity of the tool bars and menus, from 0% - 100%. If you decide to do things "your way" then make the main menus: the horizon feed, the navigation bar, appz background, 0% transparent, and **Be Sure To ADD DROP SHADOWS**, behind every text, div , box, and so on, to counter light colors in the far background such as walls, or television program. The Main thing is to be able to see your background sceneries in both mr/vr . The second thing which should have been the first thing, because you had it right in a earlier version, when Meta allowed us to carry a compact version of the menu around like a tablet. That was the greatest concept yet in my opinion. Meta need to allow the users to adjust the menus and navigation bar, through stretching, (not just expand) but adjusting the size of the actual navigation menus, the way they automatically do it when you move them away and towards you. The user should be allow to adjust it manually, for those that wear corrective lens, that would allow them to adjust the menus to a view that they can see clearly while searching for their favorite app, or for just general reading of text. Its selfish and counter intuitive to be the developer and then adhust the screen distnce and size to how you see fit, rather than giving the user full control of the distance and size of the bar and menus. Currently if i want a larger menu screen and bar, I'd have to lean back if im sitting, stretch the screen, and then sit forward for the screen to be closer and larger, without it shrinking like when I pull it towrds me. I want it to stay the same size i had it adjusted to just closer. I would like some feedback regarding this so I am assured that i am not just typing this for my health. I hope I'm not here just wasting my energy sharing ideas that I believe you should have figured out a long time ago, as a simple fix. You should be adding things and not replacing them, unkess necessary. The original backgrounds were good, but then someone went left, and ebtered their second childhood it seemed. But again hope this is not a waste of time for me, if you're not even taking things like this into consideration but chose to take advice from 9 year old using their parents equipment. Stop preying on children, they should not be the focus. Children want to do what the adults do, that's why they gravitate to gta, baby stuff is simply for babies, and if you have a baby, that baby almost always want your things over theirs. Cater to the adult, modern age people, or you'll be stuck on 67, which is brain rot. It similar to rapp music, this stuff is for a certain demographic, they should be catered to, and as time goes one focus on the same age group, as well as your first supporter. The ones that got you this far, by spreading the word, and most people still haven't even tried vr. So again, I do expect feedback. You should be paying me for this advice, seriousor. But I want to see you win, because if you win,in my mind I should he winning being i been here since 2019. horizon worlds was a big waste of time, when Meta could have made this thing futuristic, but instead, focused on children that don't pay money, and then tried biting an idea from a newer but degenerate console when Meta already had the bread and butter You just need to adjust what you already had/have, and that's allowing three things to the disposal of the user: transparent menus (with drop shadows under text and icons, and tinted boxes), allow manual adjustment to the actual size of the menu (not just expanding) and allow a compact version of the menu (or bring back the original compact model) like you had several updates back. [I dont even know why yall got rid of that]. That was a real slow move, because anyone complaining about that may have been trolling you or just complaining just to complain. I used to do graphic design once upon a time. So it's wierd for me to see a newer generation, designing like degenerates. And I have to blame the art director and project management because that's such a simple fix, you're just changing the opacity and/or allowing the user to adjust them. Its a simple code. Even the stretching, instead of having it as static, assign it to stretch. But I went on a tangent, but I came back and doubled down. If I came off rude sorry, but seriously what's going on over there? I've been here since 2019. If you want a change just update and enhance what you already have. Feedback please. Even if its to call me an A-hole 🙏21Views0likes1Comment