VR Preview does not work when MetaXR plugin is enabled in Unreal Engine
This issue seems to have started after updating Meta Horizon Link to version 83.0.0.333.349. At least with version 83.0.0.311.349, developer-specific features (such as passthrough and hand tracking) did not work, but VR Preview itself was functioning correctly. Current behavior: When I press VR Preview, the Unreal Engine preview window enters a non-VR state (the camera is fixed at floor level and does not move), and nothing happens on the Meta Quest headset connected via Air Link. On the headset side, the Link waiting screen (the gray environment) continues to be displayed indefinitely. Is anyone else experiencing the same issue? Any information or insights would be greatly appreciated. Environment: Unreal Engine 5.5 Meta XR Plugin: 78 Meta Horizon Link: 83.0.0.333.349Solved549Views1like12CommentsWorlds Editor - Assets appear broken and cannot be imported (team-wide issue)
Hi everyone, I'm having an issue with the Worlds Editor that started the day on monday and is still happening today. Our team can no longer import assets correctly, and many of the assets that were already placed in the scene now appear broken or invisible. This is affecting every member of the team, not just a single account. The teammate who originally uploaded the assets is seeing the following error: "The entity backed by id ... cannot be seen by the viewer ... DENY_RULE: EntSocialVRAssetPackageBlobExperimentalPrivacyPolicy: AlwaysDenyRule: In the absence of other rules, this content is hidden." Has anyone experienced this before or knows what could be causing it? Is this related to an asset privacy issue, a permissions problem, or a recent change in the Worlds Editor? I also tried posting this issue on the Creator Forum, but the forum itself gives me a "Cannot add message - Something went wrong, please try again" error when I try to publish. Any help or guidance would be greatly appreciated. Thanks!7Views0likes0CommentsHTML-in-Canvas / canvas-draw-element support in Meta Quest Browser for WebXR UI
Hi Meta Quest Browser / WebXR team, I’m experimenting with WebXR UI on Meta Quest 3 and wanted to ask about support or roadmap for the new HTML-in-Canvas API / `canvas-draw-element`. Chrome exposes this experimental feature behind: `chrome://flags/#canvas-draw-element` The use case is especially relevant for immersive WebXR apps: rendering real interactive HTML UI into a canvas/WebGL/WebGPU texture and placing it inside a 3D/XR scene, instead of rebuilding all UI manually with meshes, sprites, or custom canvas drawing. I tested experimental HTML-in-Canvas pages on Meta Quest Browser. The flag appears in `chrome://flags`, but the API does not seem to work yet on Quest. A few questions: 1. Is `canvas-draw-element` currently expected to work in Meta Quest Browser? 2. If the flag appears but the API is unavailable/non-functional, is that a known limitation? 3. Is support for HTML-in-Canvas planned as Meta Quest Browser updates to newer Chromium milestones? 4. Are there any Quest-specific WebXR/security/performance limitations that would prevent this API from working in immersive sessions? 5. Is there a preferred way to test/report experimental web platform API compatibility issues for Meta Quest Browser? This API could be very useful for WebXR developers building spatial interfaces, dashboards, editors, creator tools, and immersive web apps that need rich HTML UI inside a 3D scene. Thanks!8Views0likes0CommentsHow do I access the meta quest device name or id
Hi! Hopefully someone has solved this problem - I'm looking to log some information to a cloud database and I need to access and log the device Id. The ID I'm looking for isn't accessed via "SystemInfo.deviceUniqueIdentifier", nor is it SystemInfo.deviceModel, deviceName, or deviceType. The ID I'm looking for is the same ID that shows up in the Meta Horizon Managed Services devices list. It's a 14 digit device Id like "1WMHH6666V0335". I'm looking to access this Id in Unity. Can someone tell me what property I'm looking for? I think this might be the SERIAL number. Thanks for your time!201Views1like2CommentsQuest 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.113Views1like3CommentsCannot set Meta Quest Link as active OpenXR runtime normally
Hello! We are developing a PC-VR app in Unity with Meta Quest 3 at our company. We use OpenXR plugin to build the code around OpenXR standard in order to support more platforms in the future. However, the button to set the meta quest link as active runtime for open xr never works on our test PCs. We've tested multiple laptops & PCs in the companies and none of them seem to be work without us manually setting the path in the registry. We've tried starting the Link app as an admin, installed it as an admin etc. One time the registry entry doesn't even get added automatically after installing Meta Quest Link App and we had to install "OpenXR for Windows Mixed Reality" to create it without writing a script to automatically create the group entry ("HKLM\Software\Khronos\OpenXR\1") in the registry. Could anyone help clarify what is up with this case and how we can resolve it? Otherwise the setup process is basically impossible for our potential customers without in-depth technical support... Thank you! References: https://community.khronos.org/t/openxr-directory-not-existing/1111841.1KViews2likes7CommentsQuestions regarding Shared Spatial Anchors Limits and large-scale deployments
Hi, we're an organization investigating whether using Meta's Colocation / Shared Spatial Anchors SDK will be feasible for large-scale VR/MR projects. I have found limited information in the documentation regarding this topic, mostly mentioning 'two or more' players are supported. We are building a prototype app that is planned to need to scale up to approximately 200 people in quite a large space. We'd like to know if there are any strict hardware limits to: A) the amount of headsets that can share spatial anchor data with one another (in our case, it's fine if one headset shares the spatial anchors and the others 'listen' to these anchors. e.g. how many concurrent users can accurately receive spatial anchors from a single headset? B) the maximum amount of physical space that the headsets' pointcloud can accurately track. e.g. an area of 200m217Views0likes0CommentsQuestions Regarding Shared Spatial Anchors Limits and Large-Scale Deployments
Hello, We are evaluating the feasibility of using Meta's Colocation / Shared Spatial Anchors SDK for a large-scale VR/MR project and would appreciate some clarification regarding its scalability. While reviewing the available documentation, we found limited information about supported participant counts, with most examples referring only to "two or more" users. Our current prototype is intended to scale to approximately 200 concurrent users operating within a relatively large shared physical environment. To assess whether Shared Spatial Anchors are suitable for this use case, we would like to better understand any practical or hard limitations of the system. Specifically, we are interested in the following: A. Concurrent headset support * Are there any documented or recommended limits on the number of headsets that can share the same spatial anchor data? * In our scenario, a single headset (or a small number of headsets) could act as the source of the spatial anchors, while all other headsets only receive and localize against those anchors. * Is there a maximum number of concurrent devices that can reliably receive and use spatial anchor data from a single source? B. Physical environment size * Are there any limitations regarding the size of the tracked environment when using Shared Spatial Anchors? * For example, can the system reliably support a shared space of approximately 200 m², or are there recommended maximum dimensions/areas for accurate localization and alignment? * If limits exist, are they determined by the anchor system itself, point-cloud tracking capabilities, network considerations, or another factor? Additionally, if there are any best-practice guidelines, performance benchmarks, or case studies involving deployments with dozens or hundreds of simultaneous users, we would be very interested in reviewing them.10Views0likes0Comments