Cannot 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/1111841.1KViews2likes7CommentsSystem 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! NaetibSolved961Views1like17CommentsReset a "One grab rotate transformer"
I've got a lever that I'm manipulating with a "grabbable" a "hand grab interactable" and a "One grab rotate transformer" the last one with constraints. This is working fine. But when released the lever stays in the transformed position. I would like the lever to return to its original position when released. If I add a method to return the "target transform" to its original rotation and call it from the unity event wrapper on "when unselect" it seems to work until one tries to manipulate the lever again it then appears that the constraints have rotated by half the difference between min and max. The lever will rotate correctly between these "new" min and max values but of course is visually in the wrong place. i.e if the min max values were originally from -20 to 20. After the "reset" they appear to be from -40 to 0. Any suggestions on how to properly return the lever to its original position?Solved941Views1like2CommentsUnity 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!814Views5likes10CommentsMeta XR Simulator 81.0 is not detected by Unity 6.2
I tried to install Meta XR Simulator as part of Meta All-in-One Package and with Meta Core SDK + Meta XR Simulator standalone setup, all components versioned 81.0 when I'm trying to enable Meta XR Simulator via any of menus where I could do it, I see the same log error every time: [Meta XR Simulator Installer] finished downloading https://securecdn.oculus.com/binaries-download-auth/?id=32431411879837787 [Meta XR Simulator Installer] HTTP/1.1 404 Not Found [Meta XR Simulator Not Installed] Installation failed, please report the issue on the bug tracker. [Meta XR Simulator Not Installed] Try using different version. Open Edit > Preferences... > Meta XR > Meta XR Simulator and choose different selected version. Somehow Unity doesn't detect that Meta XR Simulator is already installed and tried to do it again with an error. My Unity Version: 6000.2.14f1 My OS is Windows 11 Would love to provide any additional information752Views1like5CommentsHow Can I Turn Off the "Frames Per Second" Overlay on My Quest 3?
Every time I turn on my Quest 3, there is an unwanted "Frames Per Second" overlay that pops up, and stays on my screen no matter what I do; and I really want to turn it off! See the attached picture that I mocked-up as an example of what I keep seeing so you'll understand what I'm dealing with. Please Help if you can! Thank You in Advance!635Views1like4CommentsQuest 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.600Views5likes7CommentsMeta Quest 3 first update fails – looking for official OTA / manual update solution
Hello everyone, I’m experiencing a serious issue with a brand new Meta Quest 3 and I’m hoping someone here can help. The headset is brand new, straight out of the box. During the very first startup, it begins the mandatory system update, but gets stuck in an endless loop: “Applying update” → reboot → “Applying update” → reboot. I have already tried: - Factory reset (multiple times) - Power cycling - Different Wi-Fi networks Nothing helps. The device never finishes the update and never reaches the normal system UI. I can enter the recovery menu and the base build/version shown there is: 49660200226600510 The web-based Meta update tool does not work and reports that the device is “not supported”. My questions: 1. Is this a known issue with early Quest 3 firmware? 2. Is it possible to manually flash the headset using ADB sideload? 3. Does anyone have access to, or know how to obtain, the official FULL OTA update ZIP for Meta Quest 3? 4. Has anyone successfully recovered a Quest 3 from this “Applying update” boot loop? I want to avoid using unofficial or incremental firmware files and would prefer an official OTA package if possible. Any help or guidance would be greatly appreciated. Thank you!553Views1like10CommentsUpdated 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.511Views3likes6Comments