"You've moved too far" popup negatively impacts mixed reality applications
I want to support large playspaces in my boundaryless mixed reality game, but moving 20+ meters from the last recenter interrupts the app with this popup (even when boundaryless): Because of this distance leash, I've had to add my own 'guardian' to avoid user confusion and complaints: Users can defeat this annoying interruption by disabling ‘physical space features,’ an option tucked away in system developer settings, but this is annoying and potentially dangerous. It disables the guardian entirely, even in VR apps, and it’s easy to forget to re-enable. (I've done it before!) tl;dr: this pop-up nearly ruins my game, and the only way to get around it is potentially dangerous. Is there any safer way around this? Are there any plans to lift this restriction for large-scale mixed reality apps? Other examples Spatial Ops support page https://resolutiongames.zendesk.com/hc/en-us/articles/29172767544603-What-should-I-do-if-the-You-ve-moved-too-far-message-appears-when-I-ve-moved-too-far-from-the-starting-point Old forum post with several supporting replies [META QUEST 3] Bypass the "you've moved too far" popup | Meta Community Forums - 1186667 Twitter post with decent attention https://x.com/_xulipa/status/1970795999648997584 Complaints from my Discord Complaints from other Discords516Views13likes8CommentsQuest Link Version Mismatch
I updated the Quest Link software this morning and since then handtracking in the Unity Editor doesn't work anymore. Also running the project takes a minute until it starts in the headset - before it only took 1-2 seconds. Last straw I can investigate is this version mismatch. How do I update the headset Link version? At this point I'd like to say to Meta that the developer experience is EMBARASSINGLY BAD and I recommend literally anyone who reaches out to me to not use Quest. Any help would be appreciated.609Views5likes7CommentsUnity Compile Error: WindowsXRSimInstallationDetector not found
Hi there, I'm running into an interesting issue on Unity 6.3, using the 83 SDKs. I have installed the simulator, however in my Unity project I get compile errors (and subsequently can't use the simulator) as it seems the script doesn't compile correctly. The following is the error: Library\PackageCache\com.meta.xr.sdk.core@06273138c40d\Editor\MetaXRSimulator\XRSimInstallationDetector.cs(87,29): error CS0246: The type or namespace name 'WindowsXRSimInstallationDetector' could not be found (are you missing a using directive or an assembly reference?) I've tried regenerating project files, reimporting assets and deleting the library folder, everything to no avail. Would be great to get some help regarding this!824Views5likes10CommentsFacebook account got disabled with no appeal link
My account was disabled unexpectedly, while I was in the process of just operating my daily scrolls with no ads/campaigns running in the background, no spam activities as well. And surprisingly there’s no appeal link or option in anywhere for disabled accounts. I’m not getting proper channels to connect facebook support team. I believe this was an error as I have been an active and loyal member of Facebook. I would request if this can be checked and my account can be restored as that's how I stay connected. Let me know if you would require any further info to verify my account. Looking forward to a positive response from your side.Solved480Views5likes1Comment[Unity] Hide or disable hand-tracking logs
Hello, I am seeing thousand of logs like this one in `Android Logcat` window in runtime: 2026-05-05 12:37:37.045 28704 28939 Info InputDevice_Hand HANDTRACKING ADMIRE hand 1: hpm=1 -> shared=0 2026-05-05 12:37:37.045 28704 28939 Info [CT] HandPoseSampler: Filter reset 2026-05-05 12:38:22.126 28704 28939 Info InputDevice_Hand HANDTRACKING ADMIRE hand 1: hpm=1 -> shared=0 2026-05-05 12:38:22.126 28704 28939 Info [CT] HandPoseSampler: Filter reset This appear when using hands and even when using controllers. `Tag Control` can exclude them but then it doesn't show other logs unless I manually add all tags in the list and then deselect these two logs. currently I am using Regex Filter to hide them.110Views4likes3CommentsUpdated Meta Horizon Link app to 85.0.0.239.552 and now USB Link breaks within a min or so.
Everything was working fine for months but after updating to 85.0.0.239.552, my USB link is broken. After a min or so, the video craps out. Images below, video attached. This is not while playing games or dev'ing in Unreal or Unity. This is simply connecting my headset and going into PC link via USB-C cable. I simply go into PC link, wait about a min, and it craps out. After this happens, I can exit out of Link. When I disconnect and reconnect the USB cable, the headset registers the connect and pops up the USB debug window. But if I go to Quick Settings, the Link button says no PC is connected. Link functionality is broken. The ONLY way to reset Link is to restart the headset. Then I can go back into PC Link, wait a min or so, and then it craps out again. This has completely stopped all development on my project.532Views3likes6CommentsMQDH Cinematic Casting Issue
Not a developer but instead a content creator. The Meta Quest Developer Hub's casting function has proven incredibly useful for the recording of gameplay footage across many games, with the cinematic 16:9 aspect ratio being the best option for this. Recently, (as of 26/09) I've noticed that for some applications, for example, Resident Evil 4 VR; the cinematic aspect ratio is no longer working correctly. It appears to only be recording one of the eyes instead of both, meaning the view on the casting is off-centre and leaves a black bar on the side of the screen. In the attached image, I had the casting set to cast from the right eye; and I was aiming down the sights with my right eye, yet as we can see, the casting is only showing the left side, as if only casting from that side. I have tried restarting everything; uninstalling and re-installing MQDH and even rolled back to previous versions to find any possible fix but have been unable to resolve the problem. Given that the cinematic casting works for other applications and is only broken on some, I'm going to assume there's a specific issue somewhere that my basic troubleshooting won't be able to solve. However, I'm asking to see if anyone else has had this issue (I know a friend of mine and one person on Reddit have experienced it) perhaps have found a solution to it, as I've tried everything I could think of.388Views3likes10CommentsQuest/Meta Account Permanently Disabled After Apparent Compromise ++ No Appeal Path Available
Hello everyone, I’m posting on behalf of a member of our Ghost of Tabor community who appears to have had their Meta account compromised before being permanently disabled. The user suddenly lost access to their Meta/Quest account and now cannot access their purchased VR content or properly use their headset. The system currently states the account is permanently disabled with no meaningful review or appeal option available. What makes this especially concerning is that security/session logs later revealed unauthorized activity originating from Ho Chi Minh City, Vietnam, which does not match the user’s actual location or normal usage history. We have screenshots showing unexpected API/mobile session activity and foreign login/session locations shortly before the disablement occurred. This appears much more likely to be a compromised account or stolen session/token situation rather than intentional misconduct by the account owner. The affected user is a positive member of the VR community and helps mentor newer Ghost of Tabor players, so this situation has been devastating for them. We are respectfully asking: Is there any way to get this case reviewed by an actual human? Are there escalation paths for compromised Quest accounts that become permanently disabled? Has anyone here successfully recovered an account in a similar situation? Any guidance would genuinely help. Thank you, DonZzzilla Image of unusual activity (First IP address is friend's which i've obscured):93Views2likes1CommentSudden Loss of Body Tracking & Crashes with Unity Movement SDK (Quest 3) since version 2.3 update
Hi everyone, I am experiencing a critical issue with the Unity Movement SDK on the Meta Quest 3, and I've noticed a few other developers mentioning the exact same problem recently. My project relies heavily on the Movement SDK, and it was working perfectly fine up until recently (around April 29th/30th). Suddenly, body tracking has completely stopped working. Here are the specific symptoms and the troubleshooting steps I've already taken: Persistent Crashes: The project now crashes consistently when hitting Play in the Unity Editor. It also crashes when I build and run it directly on the Quest 3. Older Builds Failing: I initially thought I broke something during a project update, but when I tested older, previously stable builds that had perfectly working body tracking, they also failed. My Setup: Device: Meta Quest 3 (Version 2.3.1034) Software: Meta Horizon Link (Version 201.0.0.73.547) Because older, untouched builds are now failing, this strongly suggests a bug or breaking change introduced in a recent Meta Horizon Link or Quest OS update rather than an issue within Unity itself. Is this a known issue currently being looked into by the Meta team? If anyone has found a temporary fix or workaround, please let me know. Any help is appreciated. Many thanks!!194Views2likes4Comments