Quest issues
Since I upgraded to the latest update with the big UI change, things got worse for some interactions. Unknown sources tab appears and disappears from in the library menu. Sometimes is there, sometimes is not. I restart the headset, it appears. Also, sometimes the list of the applications inside unknown sources is empty. Sometimes all my apps from there appears only after a restart. Also, very important, when I m in one of my app, from unknown sources, normally when you point the fingers towards you and pinch, to access the hand menu, there are options to resume or quit the app. Now, in some apps, when I pinch, that menu doesn't appear and I cannot quit the applications. It never happened before this big update. Sometimes it appears, and I can press on quit, sometimes not. When I pinch and when I see the button quit, it also says "app name not available". Does anyone encountered these issues? Thank you.22Views0likes2CommentsUnity-SpaceSharing sample fails with shareLocalScene failed: FailureOperationFailed (-1006)
Hi, I am trying to use the Unity-SpaceSharing sample: https://github.com/oculus-samples/Unity-SpaceSharing I consistently get: shareLocalScene failed: FailureOperationFailed (-1006) I have already checked the usual setup items. The app is in the Alpha release channel, the App ID is correct, MQDH/device setup looks correct, and spatial data sharing is enabled. What I’m seeing in the logs is: Repeated local anchor read failures with error -60001 Then shareSpatialEntity failed with GraphQLError code=2128008 A server message saying some anchors could not be found in the cloud by ID Also, Mesh upload through cloudAnchorService is not supported Two example anchor IDs mentioned in the failure are: ce6a45dd-d2bd-2115-e2d7-8ec57d8fcd58 9c4d1d9c-7949-392b-c39c-3ca9c3ee1547 I am calling the sample’s local scene-sharing flow from the MRUK room-sharing path, but I also tested a version where I manually built the anchor list from room anchors and child scene anchors. My questions are: Is FailureOperationFailed (-1006) usually caused by anchors not being uploaded or not being available in the cloud yet? Is there a known issue in the sample where sharing a manually collected anchor list can include unsupported scene or mesh anchors? Should the recommended approach be to use only room.ShareRoomAsync(groupId) or mruk.ShareRoomsAsync(mruk.Rooms, groupId) and avoid manual anchor collection? Does error -60001 indicate that the scene anchors need to be recreated or re-persisted before sharing? If helpful, I can also share the exact method I am using and a larger log snippet. Thanks.86Views0likes1CommentCrash 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 Meta24Views0likes1CommentApp Key Error
I have a few apps I'd been working on which are on my developer account which are all based off of the same project - due to this I've managed to use the same app key across a few projects (silly, I know). Would this potentially be causing a problem I have with achievements / leaderboards? One of the apps works fine, however another app doesn't seem to register any achievements or leaderboards. If so, is it easy to change the app key over? Unfortunately the one I'm having issues with is the one that I'm actually looking to release! For reference I'm using a slightly modified 4.27 Oculus UE Build.40Views0likes1CommentStreaming 360 video workflow Question
Not a developer but I am working with one. We are building an app to stream 360 video for meta 3 and 3s. The current workflow is to Stream from bunny.net which uses HLS to set different resolutions and adjust bit rate. The app is built in unity and we are using Avpro. The video is recorded in 8k H265 and rendered as 5.7k for upload. Bunny will transcode up to 4k for streaming so we are trying to get the best video possible with what we have. Does anyone have suggestions for setting up the Avpro part of the project? I am trying to get the app to pick the best resolution/bitrate for various wifi qualities the viewers will happen to have.41Views0likes1CommentHow to use a new keystore for Quest 3 builds. I can't find how to delete existing builds.
Hi everyone, I'm trying to upload new builds for my Quest 3 app using a different keystore, but I've hit a wall and hoping someone here can help. The official documentation at https://developers.meta.com/horizon/resources/publish-overview-appID/ states: The only way to generate a new keystore is for you to delete every version of your build However, I cannot find any option to delete builds anywhere in the Meta Horizon dashboard. I've looked through the app management pages, version history, and release channels, but there's no visible delete button or option. Thanks!34Views0likes1CommentMixed Reality Guidelines
Hello, I’m reaching out to ask whether you can provide a definitive list of the Mixed Reality guidelines for Meta Quest development. In my research, I’ve found several documents across the Meta developer site, but none that consolidate all MR‑related requirements or recommendations in one place. The most relevant resource I located is the following: https://developers.meta.com/horizon/design/mr-overview/ Based on this page and other official documentation, I’ve compiled a set of test cases for our project. Before proceeding, could you please confirm whether these guidelines are accurate and complete, or advise if there is an official, comprehensive list available? Thank you. Test Cases I have created so far using the above resources: Passthrough & Visual Integration Clear passthrough usage Passthrough is intentional and readable Passthrough & Visual Integration Grounded virtual objects Objects cast shadows or appear anchored Passthrough & Visual Integration No clipping Virtual objects do not intersect real geometry Passthrough & Visual Integration Smooth transitions Passthrough transitions use fades or stylization Passthrough & Visual Integration Consistent stylization Visual style is uniform across experience Many Thanks,Quest 3 v203 forces 6DoF Headset Tracking when launching an app, but I need to use 3DoF
Hi everyone, I am developing a UE5 application for Meta Quest 3. My use case requires the headset to work in 3DoF , I need to disable Headset Tracking / motion tracking in the Quest system settings, because the application is used in a moving environment where 6DoF positional tracking is not stable. However, on the latest Quest system version v203, when I disable Headset Tracking and then launch my app, the system shows a prompt asking me to enable Headset Tracking / 6DoF. If I choose not to enable it, the application closes and cannot continue. I have already tried adding the following to the final AndroidManifest.xml: <uses-feature android:name="android.hardware.vr.headtracking" android:required="false" android:version="1" /> I confirmed that this entry exists in the final APK Manifest, but the Quest system still forces me to enable Headset Tracking when launching the app. My questions are: 1. Is there an official way in Unreal Engine / Meta XR to allow a Quest app to launch when Headset Tracking is disabled? 2. Is there an Unreal equivalent of Unity’s “Allow Optional 3DoF Head Tracking” setting? 3. Is this forced 6DoF prompt a system-level behavior in the latest Quest v203 firmware? 4. Can an app disable or bypass this prompt, or is it impossible from the application side? My target device is Meta Quest 3, running the latest system version v203. Any official guidance or workaround would be appreciated. Thank you.36Views0likes1CommentWit.ai Dictation Request Timing Out
Hi, I've been running into an issue with the Wit.ai dictation service in my Unity VR project and would really appreciate any help or pointers from people who've dealt with something similar. The cofigurations that i'm using as follows: - Device: Meta Quest Pro (standalone mode) - Unity version: 2022.3.x LTS - SDK: com.meta.xr.sdk.voice@69.0.0 What's happening: The microphone starts fine, audio is captured and transmitted without any apparent issue, but the request consistently fails at the point where the server should return a transcription. Here is the error I'm seeing: [VSDK] [SpeechService] [BaseSpeechService.cs:264] Request Failed HTTP Error 503: System.Net.WebException: The remote server returned an error: (503) Service Unavailable. at System.Net.HttpWebRequest.GetResponseFromData (System.Net.WebResponseStream stream, System.Threading.CancellationToken cancellationToken) [0x00146] in <36d5d97f0e39429283d80156f1c7f1fc>:0 at System.Net.HttpWebRequest.RunWithTimeoutWorker[T] (System.Threading.Tasks.Task`1[TResult] workerTask, System.Int32 timeout, System.Action abort, System.Func`1[TResult] aborted, System.Threading.CancellationTokenSource cts) [0x000f8] in <36d5d97f0e39429283d80156f1c7f1fc>:0 at System.Net.HttpWebRequest.EndGetResponse (System.IAsyncResult asyncResult) [0x00020] in <36d5d97f0e39429283d80156f1c7f1fc>:0 at Meta.WitAi.WitRequest.HandleResponse (System.IAsyncResult asyncResult) [0x00034] in .\Library\PackageCache\com.meta.xr.sdk.voice@69.0.0\Lib\Wit.ai\Scripts\Runtime\WitRequest.cs:633 Request Id: 1777907594-580491d1-b43e-4335-8900-4001fba36b2d [1d5ec5c8-9c59-4de2-9c01-256ea3d2135a] === STACK TRACE === One thing worth mentioning: this service has been working reliably in my project for a long time with no code changes on my end. The issue started appearing on April 22nd out of nowhere, which makes me think something may have changed on the service side rather than in my setup. Any suggestions would be much appreciated — thanks! Tonglin21Views0likes1Comment[UE5.6 / Quest 3] CONTEXTUAL_BOUNDARYLESS_APP breaks app launch — how to disable Guardian?
Hi, I'm working on a VR app for a museum exhibition with Unreal Engine 5.6 on Quest 3. The experience is passive, no controllers needed, so I'm trying to disable Guardian completely. I found that adding CONTEXTUAL_BOUNDARYLESS_APP to the manifest worked fine on Quest 2 with UE5.0, but on Quest 3 the app just freezes on the Unreal splash screen and never starts. If I remove that line everything works again. I also tried the boundaryless settings inside the Meta XR Plugin. The headset shows "Boundary may be inactive in this app" but then immediately asks the user to set up a stationary boundary anyway. Has anyone managed to fully suppress Guardian on Quest 3 with UE5.6? Is that manifest flag deprecated on Quest 3? Any alternative approach via Blueprint or C++? Thanks!19Views0likes1Comment