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.82Views1like3CommentsSystem Menu appears on finger pinch – how to disable it?
Hi everyone, I’m developing a standalone VR app for Meta Quest 3 that uses hand tracking (no controllers). However, when users pinch their thumb and index finger, the System Menu unexpectedly appears — interrupting the experience. This seems to be the default system gesture for opening the Meta Menu in hand-tracking mode. For a VR application, this causes a very uncomfortable and distracting experience for users — especially when they accidentally trigger the system UI during normal interaction. I’d like to ask: 1. Is there any official way or API to disable or suppress the system menu gestures (like the pinch or palm-up menu)? 2. Can this be done at runtime through Unity / OpenXR / Meta SDK settings? 3. If not, are there enterprise or MDM settings (e.g., ManageXR, ArborXR, etc.) that allow disabling these gestures? Any confirmed solution or workaround would be greatly appreciated — even a partial one (for example, disabling only the pinch gesture while keeping hand input active). Thanks in advance! NaetibSolved983Views1like17CommentsStore New Releases Visibility
Hi, I'm a solo indie developer, and I've recently published a game on the Meta Horizon Store: https://www.meta.com/en-gb/experiences/alien-monke/25773573445586295/ It's inspired by Gorilla Tag, but with a unique twist: players can move much faster using boost gadgets, and every minute an artifact spawns that allows players to flip the hunt. The game has received exceptionally good feedback so far. Players seem to genuinely enjoy the experience, which has been incredibly rewarding to see as an independent developer. Recently I've removed the Early Access flag in the meta data as the game passed public beta phase and is in good enough condition for general public. However, the game didn't appear in the New Releases category. I've already reached out to support but they recommended to join the Meta Horizon Start program, hence i've created this post. I would be very grateful for any support you could provide. Thank you for your time and consideration. Best, Pavel10Views1like0Commentsapriltag setup for quest 3
Hello I am working out how to crate an Apriltag system on my quest3 with unity. id like to play with mesh objects that I crate in Rhino, and would like to place them in the AR. I want to place tags so I can find my objects back later on. In my set up I have a button to pin the object and one to reposition the object. At the moment I did not succeded yet to project an object onto the tag. very fruatrating pherhaps I missing something. anyone who can help would be great! thanks11Views0likes0CommentsCannot 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/1111841.1KViews2likes7CommentsQuest standby breaks OVRCanvasMeshRenderer punch-hole UI tracking. Timewarp offset on wake-up.
Hello everyone, I'm currently facing a persistent issue regarding OVRCanvasMeshRenderer in my Unity project for Meta Quest. The setup: Engine: Unity (using Universal Render Pipeline) SDK: Meta XR All-in-One Version 201 Unity: 6.0 (6000.0.63f1) Features: Using Meta's punch-hole / underlay technology to render high-quality UI over the scene via OVRCanvasMeshRenderer. The problem: Everything works perfectly when launching the app. However, if the user puts the Meta Quest headset into standby/sleep mode and then wakes it up to resume the application, the UI canvas suffers from a noticeable positional offset (displacement). It seems like the projection matrices or the underlying render textures do not resynchronize correctly with the updated tracking data when the application regains focus. The Canvas appears detached or lags behind the head movement. What I've tried: Disabling and re-enabling the OVRCanvasMeshRenderer component upon OnApplicationFocus(true) / OnApplicationPause(false). Introducing a small delay (WaitForSecondsRealtime) before re-enabling to let the tracking stabilize. Forcing an OVRManager.display.RecenterPose(). The displacement still occurs or requires a hard restart of the app to fix completely. Has anyone encountered this specific bug with OVRCanvasMeshRenderer or Any OVR features after standby? Is there a known workaround or a specific lifecycle method we should call to force-refresh Meta's punch-hole rendering system upon resume? Thanks in advance for your help!15Views0likes0CommentsSupported way to use consenting user-provided media in a creative experience?
I'm working on a creative tool that integrates with Meta's ad stack. For one feature, I'd like users to voluntarily provide a single photo of themselves - explicit opt-in, first-party - used to generate a personalized creative for that same user. To be clear: I'm not asking how to access platform-stored user images or anything the APIs don't expose, and I'm not trying to work around any privacy boundary. My question is only about the supported, compliant way to handle media a user themselves chooses to contribute. Specifically: 1. Are there documented patterns for capturing user-provided media within the Meta ad ecosystem (interactive/playable formats, Instant Experiences, partner flows)? 2. What consent, retention, and review considerations apply when a creative uses a user-supplied image of themselves? 3. Is there an officially sanctioned format where user-contributed media is permitted vs. disallowed? Mainly want to get the consent and data-flow right from day one. Pointers to docs or precedent welcome . Thanks!17Views0likes0CommentsSudden 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!!195Views2likes4CommentsQuestions 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 200m213Views0likes0CommentsQuestion About Meta Quest 3 Display Latency and Timing Accuracy
Hello, I am a graduate student currently planning a research study that combines EEG recording with virtual reality, and I am considering using either the Meta Quest 3 or 3S headset. Because EEG analyses require precise synchronization between stimulus presentation and neural recordings, I am trying to better understand the timing characteristics of these devices. I was wondering whether there is a delay between: A visual stimulus being rendered or presented by a program running on a computer, and The stimulus actually appearing on the display inside the Quest headset. If such a delay exists, I would greatly appreciate any information regarding: The typical end-to-end display latency (measurable delay) for Quest 3/3S. Whether the latency differs between wired and wireless PC connections. The expected variability (jitter) in presentation timing. Any technical documentation, specifications, or user experiences related to display latency and timing accuracy that may be useful for research applications. The goal of this is to ensure accurate synchronization between EEG recordings and visual stimulus presentation, so any information regarding timing characteristics would be extremely valuable. I initially planned to contact Meta's technical support team directly, but I was unable to find an email address or another way to submit a technical inquiry of this kind, so I posted my question here instead. If anyone knows the appropriate channel for contacting Meta's technical support or engineering team about these questions, please let me know. I would greatly appreciate the information, all your answers and times.8Views0likes0Comments