v2.3 and still no navigator UI?? what gives?
Since the navigator ui was introduced I liked it a lot. I used it while on the PTC and was 100% relived that i didn't have to have the ugly grey bar with limited slots for apps i actually use just hanging there all the time. Then an update (which was more a downgrade) removed it and brought the old universal menu back which sucked. Then i hear the navigator is replacing the universal menu permanently - Awesome! except its been several months and 3 version updates since then and my quest is STILL using the ugly menu that is useless to me because i cant put more than one app i actually use on it and its just an eye sore when i using 2d apps. WHY? i get your goofy rollout process but its been months and months and updates keep coming but somehow not updating the UI? theres not even an option to choose? what is this bs?427Views2likes9CommentsDesign Audit: Why the Navigator UI is a Knock off Failure of Vision
To the Meta Design Team, you are making your device worse by trying to be someone else. Meta was the leader because you were the ones who actually figured out how to make standalone VR functional and accessible in the first place. For you to throw away the very leadership you built just to become a knock-off version of Apple is a total failure of vision. You didn’t need to reinvent the wheel, you just needed to polish it. Instead, you’ve scrapped a great, functional interface for a filtered version of the Vision Pro. By forcing the Navigator into a rigid, head locked position, you’ve sacrificed user sovereignty for a spatial look that you don't even have the eye tracking hardware to support on your current mainstream headsets. Even if your next device has that hardware, the millions of people using your hardware right now shouldn't be forced into a "look to lock" logic that makes the system feel broken. Taking away the ability to freely grab and park windows, forcing us to recenter our entire world just to move a menu is a massive UI/UX regression that makes the system feel less capable and more restrictive. This interface feels like it was designed by geeks who prioritize clean code and data structures over how a human being actually moves their hands and head in a room. Mark Zuckerberg started with a site that was nothing but white backgrounds and blue text a bland, sterile database and that same nerd logic has now infected the Quest. A nerd designs a menu based on where it’s easy for the code to sit; a designer or a real user needs it where their hand naturally wants to reach. Your current interface is the definition of mayonnaise tech: bland, sterile, and corporate. You finally made the Navigator transparent, but you stopped halfway. Transparency isn't just a style choice; it’s a mechanical need in a spatial environment. Why are the store, the menus, and the sub-folders still stuck in these solid gray and white blocks? Every single window should be transparent by default. This is the obvious direction for the medium, yet you're forcing us into light versus dark folders instead of just providing opacity sliders. Users need the ability to choose if they want to block the world out or let their room shine through. It is 2026, so being stuck with gray and white as our only options is a joke. A simple color wheel for the UI would allow for a green aura, a blue glow, or custom highlights for menus. A transparent green theme should be a simple slider adjustment, not a corporate mandate. You already had a winning format with the original Quest interface. You didn't need to scrap it; you just needed to make it transparent and give us the tools to move it. You need to restore the "grab to slide" logic so we can orbit windows 360 degrees and park them to our left or right without the system fighting us. Stop trying to look fashionable through imitation. You built your success on utility and being the original in the standalone space don't throw that away to be a second rate copy of a competitor. Give us back the original soul of the Quest, enhanced with the transparency and the customization that this technology actually demands.166Views0likes6CommentsWhere is "Following Windows"?
I have wanted to be able to walk around my house watching YouTube with a floating window since I bought the Oculus Quest 1.... We are now on the Meta Quest 3, and I still can't achieve this goal. I have been told it was a feature, then they removed it..... Why on earth was this revoked from us before I got to use it? I would take a loan out in my own name for however much money you need to add this feature. I am so sick of walking around my house carrying my YouTube.... It's so annoying, and I want to know, am I the only person in the whole world who wants this but can't have it? I'm trying so hard to wait... I reached out to Meta in 2025 and was told it's coming. What am I missing that makes this feature so hard when all their UI pop-ups do this by default... I can't take no for an answer with this, and I want to be heard....73Views1like3CommentsFeature Request / UX Discussion: Separate Immersive App Control UI From 2D Apps
``` I’d like to discuss an issue with how immersive apps interact with running 2D apps when switching contexts using the Meta button on Quest. The problem is not the immersive app itself, but the 2D control window that appears for immersive apps (the window with Resume, Close, and other controls). When this window is shown, it is treated like a normal 2D app, and its appearance often causes currently running 2D apps to be minimized, closed, or refreshed. This behavior makes multitasking unreliable and forces users into specific app-launch sequences just to avoid losing state in their 2D apps. Proposed Behavior Change The idea is that the immersive app control window should not behave like a standard 2D app and should not interfere with other running 2D apps. Specifically: - Showing the immersive app’s control window should not minimize, close, or replace existing 2D app windows - The immersive app control UI should exist in a separate system layer, not the same layer as user-launched 2D apps - Running 2D apps should remain exactly as they are when the immersive app control UI appears - Access to Resume, Close, and related immersive controls should be possible without disrupting active 2D workflows - Ideally, immersive app controls could be accessed via a dedicated icon, overlay, or system-level panel rather than a standard 2D window In short: Viewing or interacting with immersive app controls should not be treated as “launching a 2D app.” Why This Matters - Prevents active 2D apps from being kicked out or refreshed - Makes switching between immersive and 2D contexts predictable - Improves productivity and multitasking - Reduces frustration caused by forced app restarts - Allows immersive apps to coexist cleanly with 2D workflows This could be implemented as an optional setting or as a revised default behavior for immersive app control UI, without removing any existing functionality. I’m interested to hear if others experience the same issue and whether separating immersive app controls from the 2D app system would improve overall usability. ```49Views0likes1CommentNoesis UI is now available in the Desktop Editor
We are excited to announce that Noesis, a 2D UI solution, is now integrated into the Worlds Desktop Editor so that creators can build more compelling UI and high-performance 2D UI panels, without needing to rely on coding. Some of the key features of Noesis include: Richer Featureset: Create a Custom UI experience for your world, without needing complex work-arounds. High-Performance Rendering: Immediate responses and fluid animation means your Custom UI will keep up with the rendering of every frame. Easier/Faster UI Design and Iteration: Noesis Studio provides creators with a WYSIWYG visual editor, instead of having to rely just on code for designing UIs In addition, the XAML you build today in Desktop Editor can be ported to the future Meta Horizon Studio with just some asset path and UI script adjustments so your work can be transferred and duplicated easily. How it works: Creators will build their 2D UI panels in Noesis Studio, import the Noesis project into the Desktop Editor, and then associate the right Root XAML file to the new NoesisUI component. Check the documentation here for information on creating a Noesis UI component, configuring your NoesisUI panel, setting up animations for your panels, performance considerations, and fonts. Want to see it in action? You can see the first live Noesis UI within Profit or Perish – check the Profit or Perish Speech Dialogs to see it today, with more to come soon.443Views3likes0CommentsQuestion about Meta UI and returning to app
Hello, I am reaching out on behalf of one of our clients, who has reported the following: While running our application, their users may occasionally press the Meta button, which invokes the Meta UI and temporarily makes it so they cannot interact with our application until the Meta UI is closed out of. This part makes perfect sense. However, the issue is that they have reported difficulty in closing out the Meta UI and returning back to our application. Normally, users can either press the Meta button again (or press the 'Resume' button while the Meta UI is overlayed) to return back to the application. In our client's case, they state that they have to press the Meta button / press the 'Resume' button multiple times before the Meta UI finally responds to the action and closes out, returning to the application. In their troubleshooting, they could not find any consistent pattern that would indicate a condition that triggers this. For instance: They are using Quest 3 headsets Some of them are on Shared Mode or Kiosk Mode, while others are not Some of them are on an MDM solution while others are not The controllers do not have any noticeable debris on them and are regularly cleaned with approved electronic sanitization products (i.e. low moisture wipes and set to dry in a UV cart, not using any sprays) The controller batteries are also regularly charged before any session of our application is run Tracking frequency on controllers is set to 'auto' *Especially for the 2nd and 3rd point listed above about Shared/Kiosk Mode and MDM solution - it does not matter whether these headsets have these enabled. The issue occurs on headsets that have these enabled as well as those in which these are not applicable. Can you kindly please suggest additional troubleshooting suggestions that our client can try, as this issue is significantly impacting their use of the application? Thank you, and please let me know if there are additional details I can share.28Views0likes0CommentsObject placed above MRUK furniture "jumps" up/down when pushing right thumbstick
Context Unity + Meta XR Building Blocks. I'm building an AR app (Passthrough + MR Utility Kit). I show a world-space UI dialog above an MRUK table (Canvas in world space, RectTransform placed at the table center + slight lift to sit on the surface -> all via script). Symptom Whenever I push the right controller thumbstick downward, the dialog appears to "jump" ~0.5 m up, and pushing again makes it jump back down. This happened both on the device and in the Simulator. What it actually is It's not the dialog moving. Logging showed Camera.main.transform.position.y toggling between two values (1.047 <-> 1.547), while the dialog's world Y stayed constant.Solved69Views0likes1CommentHow to limit the plane surface to the bounds of the UI actually on screen?
I am using Oculus Integration SDK (yes, the legacy version currently due to needing to make changes to the Assembly Definitions), and I am making a flat canvas. I have placed a PlaneSurface script on the object holding the canvas component. I have a sibling object called "Surface" that I put components `ClippedPlanSurface` and `BoundsClipper` on. I dragged the Canvas object with `PlaneSurface` into the Clipped Plane Surface component's 'Plane Surface' field. Interaction works just fine ... however ... The issue is that now I have an infinite plane surface for ray interaction with world space UI, even though the flat panel is just a rectangle right in front of the player. This makes it so I am able to ray cast against an invisible plane even when there is no UI there. Can anyone help me make the BoundsClipper component work, or somehow to limit the plane surface to the bounds of the UI actually on screen?1KViews0likes1CommentHow to manage ray interactions on multiple Unity Canvases on top of each other?
Hi, How do I manage disabling and enabling multiple world space canvases so the Ray interactions work properly, when the canvases are placed in front of each other? The UI canvases are default Unity world space canvases with ray interactions added with the quick actions described in this article: Add an Interaction with QuickActions | Oculus Developers The problem is that I have two worldspace canvases with ray interactions placed in front of each other, kinda like in layers. When I disable the canvas gameobject in front, the interactor cursor hits the disabled (invisible canvas) and does not properly pass through to hit the second canvas (which it should do). How can I ensure the cursor interacts with the first active/visible canvas and does not get captured by disabled ones?1.1KViews0likes4Comments