OSC/WebSocket/MQTT to Quest
Hi there, I'm trying for a few days to have something working on UE4.27 and I'm hitting a wall. I've made a blueprint where i'm able to receive OSC input data from a remote laptop to a UE4.27 app that then triggers an event (for now print something or play a specific audio cue). It works flawlessly on UE4.27 but as soon as I load the project onto the quest and send that same OSC input data it crashes the app on the Quest 2. I tried different ports, data formats but still the same behavior without much logs to learn from which make me wonder if the Quest forbids such incoming IP communication ... could someone confirm whether or not Oculus Quest accepts remote information (regardless of the protocol used). Maybe I'm missing something in the settings somewhere but I couldn't find much information about it. Thanks for your response4.3KViews2likes8CommentsISDK hand tracking issues
I posted this on reddit already. I am having issues implementing hand tracking with Meta XR Plugin and ISDK in UE5.5. Have tried both the ISDK sample project and setting things up from scratch according to the docs. I did it on two different PCs. I am using Virtual Desktop on my Quest Pro. Handtracking inside Horizon Os and VD works perfectly fine. Even when I have no controller in my hand it would show the controller setup. I am able to grab stuff with that crooked hand but pinching does not seem to work, however, I can access the menus by rotating my hand and tabbing. If I set hand tracking to "Hands only", it would neither show hands nor controllers but I can still access the menu using the mentioned gesture. Any idea what is going on here?69Views0likes0CommentsSpaceWarp works in empty project but not main one (Unity 6000.1.6f1, Quest 3)
Hey all, I’m running into something weird with Application SpaceWarp on Quest 3. I set up a clean empty project in Unity 6000.1.6f1 with OpenXR (Meta XR features) and Vulkan only. SpaceWarp works fine there and the performance overlay shows ASW kicking in as expected. But in my main project (same Unity version, same OpenXR/Vulkan settings) , SpaceWarp never activates. Both projects have: Meta XR Space Warp enabled Vulkan as the only graphics API Same Project Settings → OpenXR (Application SpaceWarp checked) Same Player/Quality settings I already checked URP settings, even copied the same and Materials show the XR Motion Vectors Pass still no luck. Any tips for narrowing down what breaks it? Maybe some other package that I have on my main project? Thanks!!!303Views0likes8CommentsLarge map building&texture help
Hello, I'm new in Horizon Desktop App, started creating few things. I have 2 questions that needs your helps. Is it better to parent+stack everything into a single Asset after I finish building some objects? For performance issues, because my world itemwise only %3 but almost %70 in vertex limits. How can I reduce this vertex usage? I cannot adjust textures. I'm creating one, inserting into my floor, but all the stones on the floor are so big that doesn't look realistic. I want to pattern to repeat itself in a smaller scale. Thank you for your helps52Views0likes1CommentUnity + Quest: repeated VK_ERROR_INITIALIZATION_FAILED error
I am updating an existing Quest game to use the latest Oculus integration etc. The game runs fine for a minute or so and then the visuals of the game freeze on one frame and the following is repeated on the log. It appears that the game is still running fine in the background because I can hear sounds that suggest that it is running fine, besides the visuals. Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2329) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2330) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 Warn FenceChecker FenceChecker: wait timed out after 100 msec Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2331) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 Warn FenceChecker FenceChecker: wait timed out after 100 msec Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2332) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 I am about to start the trial and error process to determine what the parameters are that cause the issue and what devices are affected by it. Here is some of my build information: Unity 2022.2.15f1 Oculus XR Plugin 3.3.0 Oculus Integration 53.1 (1.85.0) Device: Quest Pro System Version 50000390062500330 Version 53.0.0.147.132.475553041 Runtime Version 53.0.0.147.132.475553298 OS Version SQ3A.220605.009.A1 Please let me know if you have any information or if it might be a known issue with my software versions.Solved5.6KViews0likes16CommentsPost-process tint not working with r.Mobile.TonemapSubpass on Quest 3, UE 5.4.4 + Meta XR v71
Hi everyone, I'm developing a VR project for the Meta Quest 3 using Unreal Engine 5.4.4 (official Epic branch, not Meta fork) with the Meta XR plugin v71. I'm running into an issue with controlling tone mapping and applying scene tints using post-process volumes. Issue Summary: I need a post-process volume to adjust tint for a specific area via color grading. I followed the official Meta documentation for tone mapping (link) and enabled r.Mobile.TonemapSubpass=1. Even after disabling all post-process volumes (including those attached to my VR pawn), the scene is still globally tone mapped. When I activate my custom post-process volume, the intended tint effect does not show up. Questions: Is there a reliable workflow for toggling tone mapping, or controlling post-process volume tints (e.g. Scene Color Tint, Color Grading LUT) in a localized area on Meta Quest 3 with Unreal Engine 5.4.4? Are there known engine/plugin bugs or limitations with tone mapping or post-process tint effects when using the Mobile Tonemap Subpass option? Is this issue present in the official Epic branch with Meta XR 71? Are there any recommended workarounds or specific settings to enable area-selective tinting, or a timeline for fixes if this is a recognized problem? Background: I have tested enabling/disabling volumes, used “Infinite Extent (Unbound)”, and tried runtime toggling via Blueprint and console commands. The problem persists both in-editor and on device. Any insight, workaround, or official update from Epic/Meta would be hugely appreciated, as proper localized tint control is critical for my project’s visual design! Thanks in advance!122Views1like0CommentsMeta files that fail on Mac due to hardcoded Windows-style path\filename
Is there a maintained list of Meta UE source files (.cpp/.h) that hardcode Windows-style backslashes in file paths (e.g., path\filename instead of path/filename)? On macOS, those paths aren’t valid and have been breaking packaging/deployment (and sometimes Xcode builds) for me. I’ve confirmed at least two instances and suspect more. A complete inventory would let me verify whether this is the root cause of my Mac build/deploy failures and fix them efficiently.57Views0likes2CommentsPlease have native support for locomotion devices
It would be great to have native support for integrating VR locomotion devices (Freeaim VR Shoes, Kat Walk, Virtuix Omni, Natural Locomotion, etc.) similar to how it works with SteamVR. In SteamVR, we can implement our own driver that will translate movement from the device to joystick commands. SteamVR loads the driver and then forwards the joystick commands. We can also retrieve useful information from the headset via the driver and send it to the device, such as HMD position and orientation. Currently, to support a locomotion device on the Meta Quest, game developers have to integrate support. This isn't scalable and is a lot more work than if the locomotion manufacturer could just implement a driver/plugin/background process that works for all games that have locomotion.52Views0likes1CommentAR image tracking
I'm developing a AR app with Three.js. I'm using the Quest 3 to project a 3D object in a room and you can walk around the object and interact with it a little. It would be so great if I could position and orient the object to a tracked image in the physical world. Then I could project the object easily in the middle of a round table and have multiple people wearing Quest 3 devices look at the same experience at the same time.74Views0likes3Comments