Updated 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.237Views3likes5CommentsIntro 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
7Views0likes0Comments🛠️ 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 Zoom193Views0likes3CommentsCan 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?Solved45Views0likes4CommentsApp 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.80Views1like1CommentUnity 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.32Views0likes1CommentOverdraw Best Practices
Overdraw is a silent performance killer in VR development. In this workshop, Meta Horizon Start Mentor Sidney breaks down what overdraw is, why it drains GPU resources, and how to fix it in Unity. Learn why relying on Unity’s default settings (like a 1KM draw distance) or the SRP batcher isn’t enough to prevent overdraw. Sidney walks through practical, simple solutions including smart level design, utilizing occlusion culling (especially for indoor scenes), and leveraging the Unity Frame Debugger to catch pixel fill issues early in the greybox phase. The session also covers the specific challenges of overdraw in procedurally generated levels. This session was recorded in March 2026 as part of the Meta Horizon Start program. 🎬 CHAPTERS 00:00 - Welcome & Introduction to Overdraw 00:15 - Speaker Intro: Sidney (Angelsin) 01:14 - Defining Overdraw and the Rendering Pipeline 02:08 - The Performance Impact of Overdraw 02:50 - Unity's Role and Limitations in Handling Overdraw 03:19 - Risks of Mesh Combining and Dynamic Objects 04:03 - Demonstrating Overdraw with Scene and Debug Tools 06:15 - Reducing Overdraw: Adjusting Draw Distance 07:55 - Reducing Overdraw: Occlusion Culling 08:21 - Overdraw Challenges in Procedural Generation 09:10 - Using the Frame Debugger for Optimization 10:10 - Conclusion and Summary of Best Practices 🎮 FEATURED IN THIS SESSION ➡️ Unity Frame Debugger: https://docs.unity3d.com/Manual/FrameDebugger.html ➡️ Unity Occlusion Culling: https://docs.unity3d.com/Manual/OcclusionCulling.html 📚 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
10Views0likes0CommentsHow Can I Turn Off the "Frames Per Second" Overlay on My Quest 3?
Every time I turn on my Quest 3, there is an unwanted "Frames Per Second" overlay that pops up, and stays on my screen no matter what I do; and I really want to turn it off! See the attached picture that I mocked-up as an example of what I keep seeing so you'll understand what I'm dealing with. Please Help if you can! Thank You in Advance!262Views1like4CommentsUnified Social Sharing Between Facebook and Instagram
Dear Meta Product Team, I hope you are doing well. My name is Veeranna Angadi, and I would like to share a product idea that could significantly improve user experience across your platforms. Currently, users actively engage with both Facebook and Instagram, but they are still treated as separate ecosystems when it comes to social sharing. For example, if a user enjoys a reel on Facebook and wants to share it with their Instagram friends, the only available option is sharing via a link. This creates friction and reduces seamless engagement. Proposed Idea: Unified Social Graph & Cross-Platform Sharing I propose introducing a feature that allows: Integration of Facebook friends and Instagram followers into a unified social layer (with user consent and privacy controls) Direct sharing of content (reels, posts, stories) across both platforms without needing external links Optional “Cross-Platform Audience” selection while sharing content Smart suggestions (e.g., “Share this reel with your Instagram close friends”) Benefits: Increased content engagement and retention within Meta platforms Reduced friction in content sharing Stronger ecosystem integration between Facebook and Instagram Improved user satisfaction and time spent on apps Additional Enhancement: A recommendation engine could identify which platform a user’s friends are more active on and suggest optimized sharing for better reach. I believe this idea aligns with Meta’s vision of building connected experiences across platforms. If this idea is considered valuable, I would appreciate recognition or the opportunity to collaborate further. Thank you for your time and consideration. I would be happy to discuss this idea in more detail if required. Warm regards, Veeranna Angadi Bangalore, India41Views0likes2Comments🎮Accelerating Quest Development: Rapid Prototyping with Unity AI and Meta MCP Extensions
New AI tools from Unity and Meta are about to make your Quest development workflow a lot faster. Join Meta Developer Advocate Dilmer Valecillos for a walk through how Unity's AI Gateway and Meta's Unity MCP Extensions work together to help you spend less time switching between tools and more time building. In this session, we'll cover Setting up VR scenes using natural language prompts Integrating hands and controller support with complex game mechanics — right from your IDE Debugging performance bottlenecks faster without digging through logs manually Join on Zoom207Views1like0Comments