Can I use the OVR Manager alongside Unity's XR Origin Rig ?
Hello ! I'm a student making a game on Meta Quest 3. I'm leveraging Unity' XR Interaction Toolkit to make most of the game but I'm wanted to enable some Meta Quest native features. Notably, I wanted to use the OVROverlayCanvases but this imply using the OVR Manager as well. I desperately attempted to find any source of information about using both Unity's built-in XR systems and the ones provided by the Meta XR Core SDK, to no avail so far. Is dealing with both simultaneously a no-go or is there some critical configuration to make it work ? Does Unity's XR Origin or the OVR Manager take precedence over the other (specifically on the Tracking origin mode) ? Thanks a lot for your help and your time !0Views0likes0CommentsCannot 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/11118428Views0likes3CommentsFinding lost controllers
Wouldn’t it be a great idea to add a feature on the meta horizon app where you can just click a button and it makes a noise in our controllers so we can find our missing controllers like me and I’m sure, many other people would be happy to spend extra money for a controller that can be found by sound. (I don’t know where else to say this so I said it here)4Views0likes0CommentsDeveloper Verification Not Working.
I have 2fa on my Meta account, but for some reason it won't detect it on the developer Verification page. I've tried using my card, but it just says it can't add my payment method, without telling me why. I've added my SMS as the 2fa, but the developer Verification still doesn't pick it up What do I do?Solved31Views0likes3CommentsHow to use a custom QRCode tracking frequency in MRUK
In MRUK (MRUK.Trackers.cs) trackers are updated based on onTrackableUpdated events. private void HandleTrackableUpdated(ref MRUKNativeFuncs.MrukTrackable trackable) { if (_trackables.TryGetValue(trackable.space, out var component) && component) { UpdateTrackableProperties(component, ref trackable); } } Defined in MRUK.Shared.cs. MRUKNativeFuncs.MrukEventListener listener; // ... listener.onTrackableUpdated = OnTrackableUpdated; // ... MRUKNativeFuncs.RegisterEventListener(listener); Which seem to be triggered by native code. RegisterEventListener = MRUKNative.LoadFunction<RegisterEventListenerDelegate>("RegisterEventListener"); Is there any way to edit such code in order to increase the frequency at wich onTrackableUpdated is fired? Will MRUK enable setting tracker update frequency in the future?33Views0likes1CommentMETA Quest Crash on load
I have an Unreal 5.5.4 build of my game that was previously working, unchanged and now I can't get it to load. It immediately crashes after load screen and I am struggling to understand from the log why. seems to be related to this but dont really understand what is happening. Can anyone help? this is filtered to show only outputs from my game (DontMove)35Views0likes2CommentsMeta XR Simulator does not appear
Pullin my hair out here - I have the V81 simulator installed on Windows 11. Unity 6.2.10f1. I enable the simulator but the window does not appear. Any suggestions on what to check? My goal is to use the headset in editor and the simulator in the Multiplayer play mode. When using XRIT and the unity xr simulator in another project, this type setup works quite well . I can have 3 virtual players using the simulator and I can use the actual headset over the pc link in the editor. I want to replicate this type of setup but using the Meta XR Simulator instead.Solved61Views0likes4CommentsAadvanced matching with pre-hashed PII – clarification on Meta’s expectations
Hi everyone 👋 I’m working on a browser-only setup for conversion tracking and I’d like to double-check a few details specifically on the Meta side (naming, hashing detection, and what the Pixel actually expects). Context the lead/conversion event fires on a thank-you page the user data (email, phone, name…) is collected on the previous page I can’t fire the event on the form page as the tracking wouldn't be always truthful I don’t have a server / CAPI in this flow, so this is 100% client-side To bridge the two pages, I’m doing this: on the form page I collect the user fields I normalize them in two ways (Google-style and Meta-style) I hash the Meta-normalized version with SHA-256 I temporarily store it in sessionStorage on the thank-you page I read it and want to send it with the Meta Pixel event So far, so good. What I’d like to confirm 👇 Does the Pixel reliably accept SHA-256 hashed customer data sent via fbq('track', 'Lead', ..., { …customer data… })? In other words: if I send the customer info already hashed, Meta will still match it, right? Do I need to tell Meta explicitly that the values are already hashed (like a flag or a specific param), or will the Pixel detect it automatically from the format? I know Google makes you use different parameter names for hashed values – I couldn’t find something equally explicit for Meta. What’s the most “standard” way to send hashed user data client-side right now? - plain fbq('track', ...) with customer data object - GTM template (e.g. facebookarchive or Stape style?) - other approach you’ve seen working better in production I’m trying to avoid situations where the template re-hashes what I already hashed and we end up with double-hash and no matching. - In your experience, do current Meta templates auto-hash by default? If yes, is there a clean way to say “I’m already sending hashed values, please don’t touch them”? I’m aware that server-side CAPI would make all of this nicer, but in this scenario I need to stay client-only and make sure I’m not breaking matching just because the actual event is on a different page. Any real-world examples/snippets from would be super helpful 🙏12Views0likes0Comments