Quest 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.431Views4likes7CommentsLatest Q3 Headset Software Update Crashing Unity Play Mode w/ Meta Link Active
Hello, a few of our developers have encountered an issue where after receiving the latest Q3 headset software update we now receive immediate Unity crashes when entering play mode with link enabled. Has anyone else encountered this? Started with headset update to software: v2.3.1034 - Build 5208318.3200.520 We are on Unity 6000.2.9f1. Meta XR SDK 78.0.0Solved243Views2likes5CommentsVoice SDK microphone only starts correctly first time
I'm using the AppDictationExperience component from the Voice SDK in Unity and am trying to play a build on the Quest 2. When I call Activate on the AppDictationExperience component the microphone only starts correctly if the app doesn't have microphone permission when the app starts and asks for permission. If the app already has microphone permission I get an OnMicStartedListening event but the microphone isn't actually recording, if I check Microphone.IsRecording it returns false.49Views0likes1Comment[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.34Views0likes1CommentBeta Tab & Passthrough Toggle Missing in Meta Horizon Link (v83) - Wired Link
Hi everyone, I’m seeking help regarding a change in the Meta Horizon Link software (Windows) that has disrupted my MR development workflow. The Issue: Previously, I used the "Enable Passthrough" toggle within the Settings to test MR features in Unity. When enabled, I could see the passthrough background in my Quest 3 while in Unity Play mode. However, in the current version (83.0.0.330.349), the "Beta" tab has completely disappeared from the Settings menu, and I can no longer find the Passthrough toggle anywhere else. Consequently, passthrough is not functioning when I press Play in Unity. My Setup & What I've Tried: Meta Horizon Link Version: 83.0.0.330.349 Connection: Wired Link (USB-C) Headset: Meta Quest 3 OpenXR Runtime: I have already confirmed that "Meta Quest Link" is set as the active OpenXR Runtime in the General tab. Development Tool: Unity Questions: Is the "Beta" tab being deprecated or moved in version 83? Where can I now find the setting to enable Passthrough over Link for Unity development? Is this a known UI bug in this specific version, and is there a workaround to force-enable passthrough? Testing MR functionality is critical for my project, so any guidance would be much appreciated. Thank you!Solved446Views0likes7Comments🧠Profiling and Memory Deep Dive
Good VR performance starts with knowing where the bottlenecks are, and profiling is more approachable than you'd think. In this session, Meta Horizon Start Mentor Sidney walks through general profiling techniques with a focus on Unity's profiler and memory profiler, Unreal Insights, and automated performance testing frameworks. This session gives you the foundational tools to find performance issues and build profiling into your regular workflow. What you'll walk away with: A practical intro to profiling and how to think about performance in your projects Unity-specific tools including the profiler and memory profiler Unreal Insights and how to use it to identify bottlenecks Automated performance testing so you can catch regressions before they ship34Views1like0CommentsWit.ai Dictation Request Timing Out
Hi, I've been running into an issue with the Wit.ai dictation service in my Unity VR project and would really appreciate any help or pointers from people who've dealt with something similar. The cofigurations that i'm using as follows: - Device: Meta Quest Pro (standalone mode) - Unity version: 2022.3.x LTS - SDK: com.meta.xr.sdk.voice@69.0.0 What's happening: The microphone starts fine, audio is captured and transmitted without any apparent issue, but the request consistently fails at the point where the server should return a transcription. Here is the error I'm seeing: [VSDK] [SpeechService] [BaseSpeechService.cs:264] Request Failed HTTP Error 503: System.Net.WebException: The remote server returned an error: (503) Service Unavailable. at System.Net.HttpWebRequest.GetResponseFromData (System.Net.WebResponseStream stream, System.Threading.CancellationToken cancellationToken) [0x00146] in <36d5d97f0e39429283d80156f1c7f1fc>:0 at System.Net.HttpWebRequest.RunWithTimeoutWorker[T] (System.Threading.Tasks.Task`1[TResult] workerTask, System.Int32 timeout, System.Action abort, System.Func`1[TResult] aborted, System.Threading.CancellationTokenSource cts) [0x000f8] in <36d5d97f0e39429283d80156f1c7f1fc>:0 at System.Net.HttpWebRequest.EndGetResponse (System.IAsyncResult asyncResult) [0x00020] in <36d5d97f0e39429283d80156f1c7f1fc>:0 at Meta.WitAi.WitRequest.HandleResponse (System.IAsyncResult asyncResult) [0x00034] in .\Library\PackageCache\com.meta.xr.sdk.voice@69.0.0\Lib\Wit.ai\Scripts\Runtime\WitRequest.cs:633 Request Id: 1777907594-580491d1-b43e-4335-8900-4001fba36b2d [1d5ec5c8-9c59-4de2-9c01-256ea3d2135a] === STACK TRACE === One thing worth mentioning: this service has been working reliably in my project for a long time with no code changes on my end. The issue started appearing on April 22nd out of nowhere, which makes me think something may have changed on the service side rather than in my setup. Any suggestions would be much appreciated — thanks! Tonglin11Views0likes0CommentsIs it possible to create an Overlay like OVR Metrics Tool?
As the title suggests, I was wondering if it's potentially possible with creating an overlay like OVR Metrics Tool, as I am wanting to create an application like XSOverlay for Quest devices that are running standalone applications.103Views0likes3CommentsUnity GUID collision
Hello! The XR Core SDK uses GUID `a1b2c3d4e5f6a7b8c9d0e1f2a3b4c5d6` in file Scripts/BuildingBlocks/AIBlocks/Transport/StreamingParser.cs.meta, which looks suspiciously like a placeholder someone typed in. It turns out that mcl-unity uses the same GUID, leading Unity to endlessly complain about GUID conflicts if you import both packages. I reported it to that project but given that two people independently typed that GUID in, it seems likely that there are more instances of it out there. Any chance you could regenerate the GUID please?24Views1like0CommentsMeta XR Simulator does not appear
Pullin my hair out here - I have the V81 simulator installed on Windows 11. Unity 6.2.10f1. I enable the simulator but the window does not appear. Any suggestions on what to check? My goal is to use the headset in editor and the simulator in the Multiplayer play mode. When using XRIT and the unity xr simulator in another project, this type setup works quite well . I can have 3 virtual players using the simulator and I can use the actual headset over the pc link in the editor. I want to replicate this type of setup but using the Meta XR Simulator instead.Solved618Views0likes8Comments