SpaceWarp 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!!!303Views0likes8CommentsUnity + 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.Solved5.6KViews0likes16CommentsQuest Headset Freezing and Unresponsive During Gameplay, Unable to Force Shutdown - Seeking Advice!
Hello everyone, I am a developer for a VR game and we've received multiple user reports about a critical issue. Our game appears to be causing the Meta Quest headset to freeze and become completely unresponsive. Below is a user review that describes the problem: "I would give it 5 stars, but it broke my headset. My game froze and I couldn't shut my headset off, press any buttons without them not working, I couldn't even open up to the boot screen. This game is awesome but it breaks your headset. I held my power button for 5 minutes and it did nothing. Eventually my headset restarted and it started working again but I definitely would not recommend playing this game until this issue is fixed. Edit: This is a reply to the developer response. My game froze as I was coming out of the giant room after going through the portal with the key. I could not do anything and if I moved my head, that frame would move around creating a VERY nauseating experience. No buttons worked at all including the power button. This happened twice but the first time it was at a different spot, and for not as long." When the game freezes, it fully locks up the headset; surprisingly, even the physical power button fails to respond, which should normally force a shutdown. Investigation Efforts: We have already attempted the following methods to replicate the issue: Log Writing Test: We used a code to continuously write logs to fill up the Quest's storage. Even after the storage was completely filled, the game continued to operate normally. Memory Leak Simulation: We deliberately created a memory leak to exhaust the system's memory. This resulted in the game freezing, but the headset could still be normally shut down and restarted. Seeking Advice: Has anyone else encountered a similar issue with their applications? How could an application potentially affect the functionality of a physical button like the power button on the Meta Quest? This seems technically implausible, and we are trying to understand the scope and root cause of this problem. We are at a loss for other potential causes that might lead to this issue. Does anyone have any insights or suggestions on what else we could try? We appreciate any insights, suggestions, or similar experiences you could share to help us resolve this issue. Thank you!Solved1.1KViews1like3CommentsCloud Backup not working
Hello. We have a project on unreal 5.5.0 for quest 3 and our save system is working and we have cloud backup enabled on dashboard. But when we uninstall the game and reinstall it we seem to lose all the saves. Am I missing some configuration? Thanks for the help.71Views2likes3CommentsDetect Ui Changes on my app
Hello im a beginner and not familiar with coding apps for the quest. Im making an app in android studio and looking to figure out how to detect ui changes inside the meta os home interface. Like the windows and these events: Launched. Hidden. Closed. and the window name for each event I've been trying to figure this out but I'm clueless and only managed to detect it for some of the windows: store camera people profile horizon feed browser. But not quick settings notifications settings library. I need overall help on where to begin with this and if it doesn't violate any rules or anything.68Views1like2CommentsNew Loading/Splash Screen
Hello, the system splash screen behavior was recently updated. In the past the image supplied by the App would be shown centered on black with the three loading dots below and the size of the logo was pixel perfect so changing the resolution would change the display size. As described here: https://developers.meta.com/ Now after the recent update, the system shows this new fancy animated light rays thing and the image is scaled to fill the entire screen width, i think.. It's very large now and as a result it's very blurry. I was wondering if there is any updated documentation with newer recommendations on what resolution to use now or how the behaviour has changed. I want to avoid submission problems by just guessing, thanks everyone84Views0likes0CommentsWhere to find footage of in-app PackageInstaller
Hi, I'm making a game where the "hub" area downloads and installs separate SDKs, basically as community-created levels. I understand there's two ways to install APKs The intent way Intent intent = new Intent(Intent.ACTION_VIEW); intent.setDataAndType(apkUri, "application/vnd.android.package-archive"); intent.setFlags(Intent.FLAG_ACTIVITY_NEW_TASK); intent.addFlags(Intent.FLAG_GRANT_READ_URI_PERMISSION); startActivity(intent); The package installer way PackageInstaller.SessionParams params = new PackageInstaller.SessionParams( PackageInstaller.SessionParams.MODE_FULL_INSTALL); int sessionId = packageInstaller.createSession(params); PackageInstaller.Session session = packageInstaller.openSession(sessionId); // write your APK bytes to session.openWrite(...) Intent intent = new Intent(context, YourBroadcastReceiver.class); PendingIntent pendingIntent = PendingIntent.getBroadcast(context, 0, intent, PendingIntent.FLAG_UPDATE_CURRENT); session.commit(pendingIntent.getIntentSender()); Now I currently have things working with the intent method, though the "do you want to install this package" system dialogue that pops up is a big pain point, as it leaves naive users confused (especially with how to close it). I hear the package installer method still does show a prompt, but that it apparently "more tied to the app" ad "more integrated with the session"... though I'm not sure what that means. Does anyone know where I can find footage of the application running inside a Quest3, installing and showing the dialogue via the package installer? I'd really like to see how it looks before dedicating dev time to reworking it all Cheers! Fred33Views0likes0CommentsMQDH Won’t Connect Quest 3 at Final Cable Step Despite USB and ADB Working
Hello everyone, I’m encountering a frustrating issue with Meta Quest Developer Hub (MQDH) v5.7.2 on macOS while trying to set up a Quest 3 running firmware V78. ISSUE DESCRIPTION I enabled Developer Mode on Quest 3 via the mobile app. In the Quest headset, I selected “Always allow USB access.” SideQuest and ADB (adb devices) can successfully detect the Quest 3. However, when I run “Set Up New Device” in MQDH, it stalls at the final step asking me to plug in the cable, even after doing exactly that. No prompt appears inside the headset; MQDH hangs without progressing. I tried reinstalling MQDH and rebooting both Mac and headset—problem persists. WHAT I’VE TRIED Verified Developer Mode is enabled, and USB Connection Dialog permission is granted. Confirmed USB‑C cable works (SideQuest and ADB both connect). Rebooted Quest and Mac multiple times. Uninstalled and reinstalled MQDH, cleared caches/settings. Used both bundled Quest cable and a known good USB‑C data cable (I tested USB 3.2 cable / Thunderbolt cable with Mac mini USB‑C Thunderbolt port). adb works fine. REQUESTED HELP Could someone please advise on potential causes why MQDH stalls even though ADB and SideQuest work? Has anyone else experienced this on Quest 3 running firmware V78 with MQDH 5.7.2? Are there any logs or advanced diagnostics I can capture to pinpoint the blockage? If anyone has successfully connected MQDH after the V78 update, what steps resolved it? FULL ENVIRONMENT INFO Headset Firmware: Quest 3 V78 MQDH Version: 5.7.2 (macOS) OS: macOS (latest version) USB cable: Verified data-capable USB‑C ADB Output: adb devices correctly lists the headset (adb cmd / MacDroid) MQDH Behavior: stuck at final prompt, no progress NEXT STEPS I’m considering doing a factory reset and strictly following the community-suggested flow (skip Air Link until first USB prompt), but not sure if firmware V78 changed behavior. Thank you in advance!78Views0likes0CommentsHow to launch development app from within headset
I am developing an app for Meta Quest 2. When I Build & Run out of Unity, the APK correctly launches on the headset. I am also able to directly download the APK to the device using the Meta Quest Developer Hub (MQDH) and launch it using MQDH's file manager. But once such a development build is on the device, how can I launch it directly on the device, without needing to go through MQDH file manager? The app is listed in MQDH's file manager, but no icon appears in the app library on device.Solved3.4KViews0likes2CommentsDisabling Physical Space Features - do Spatial Anchors still work?
I'm trying to have a truly boundaryless mixed reality app for a research project; so I've disabled Physical Space Features, it works as expected however I need Spatial Anchors especially for the large environment I'm in. I have not seen any definitive documentation online regarding Spatial Anchors working or not working when Physical Space Features is disabled - logically it sounds like they would be but in practice I notice the headset still does use some physical space features like floor level regardless of the option toggled on/off so its possible Spatial Anchors might still be working. Has anyone found a definitive answer on this? Thank you!95Views0likes1Comment