MRUK QR Tracking suddenly not working
I am making a quest3/3s app that uses QR codes for alignment, I was able to get the system working but suddenly this week I am now getting an 'MRUK Shared: queryCompleteEvent->result returned error code: -2', and QR tracking has stopped completely. The headset has stopped asking for me to confirm the environment setup before launching. I was able to confirm its broken on an old push and fresh project. I have spent most of a day trying to troubleshoot, but my best guess is something on the headset changed, and I have done all the troubleshooting steps on the headset and unity project as possible. Any ideas here would be extremely helpful. Ideally all i need is tracking, in fact, id love to remove the scene setup step, since the app is boundaryless and only uses the scene for QR code tracking support MRUK/Meta XR core/Meta Interaction/SDK Essentials all V85.0.0 Quest3 OS V2.131Views0likes2CommentsUnity-SpaceSharing sample fails with shareLocalScene failed: FailureOperationFailed (-1006)
Hi, I am trying to use the Unity-SpaceSharing sample: https://github.com/oculus-samples/Unity-SpaceSharing I consistently get: shareLocalScene failed: FailureOperationFailed (-1006) I have already checked the usual setup items. The app is in the Alpha release channel, the App ID is correct, MQDH/device setup looks correct, and spatial data sharing is enabled. What I’m seeing in the logs is: Repeated local anchor read failures with error -60001 Then shareSpatialEntity failed with GraphQLError code=2128008 A server message saying some anchors could not be found in the cloud by ID Also, Mesh upload through cloudAnchorService is not supported Two example anchor IDs mentioned in the failure are: ce6a45dd-d2bd-2115-e2d7-8ec57d8fcd58 9c4d1d9c-7949-392b-c39c-3ca9c3ee1547 I am calling the sample’s local scene-sharing flow from the MRUK room-sharing path, but I also tested a version where I manually built the anchor list from room anchors and child scene anchors. My questions are: Is FailureOperationFailed (-1006) usually caused by anchors not being uploaded or not being available in the cloud yet? Is there a known issue in the sample where sharing a manually collected anchor list can include unsupported scene or mesh anchors? Should the recommended approach be to use only room.ShareRoomAsync(groupId) or mruk.ShareRoomsAsync(mruk.Rooms, groupId) and avoid manual anchor collection? Does error -60001 indicate that the scene anchors need to be recreated or re-persisted before sharing? If helpful, I can also share the exact method I am using and a larger log snippet. Thanks.21Views0likes0Comments🚀 Social VR Accelerator Orientation
Build and launch a Social VR game in 4 weeks. This isn't just a class, it's an accelerator. You'll start with a Unity template, get weekly mentor support, test with real players, and launch on the Meta Horizon Store by Week 4. To get started, all you need is beginner experience with C#, Unity, or the Horizon World Editor, plus 1–4 hours per day on weekdays. Apply as a team (designer + developer) or solo. This invite is open to Meta Horizon Start Members. In this session, we'll walk through how the 4 weeks work, what's expected each week, and how mentorship and playtesting are set up. You'll get access to your Unity starter template, set up your dev environment, and meet the other teams. What we'll cover: Program timeline and weekly milestones Mentor and check-in structure Starter template walkthrough Team introductions How to get help along the way By the end of orientation, you'll know exactly what you're building toward and how to hit the ground running in Week 1. Not yet a Meta Horizon Start Member? Apply today! Join on Zoom815Views5likes9CommentsIssues with Gaussian Splatting integration in Meta Spatial SDK (v0.9.2) – Standalone Quest 3
Hi everyone, I am an architect and urban planner, developing VR/MR projects in my spare time. I’m currently working on a native Quest 3 application to view Gaussian Splats for highly detailed virtual project tours. My Goal: Render native Gaussian Splatting (3DGS) on Quest 3 (Standalone). Synchronize the splat position with the real world for a seamless transition from Mixed Reality (MR) to Virtual Reality (VR) with a skybox. Targeting a minimum of 150k splats with stable performance. Previous Attempts: I initially used Unity with the Aras/Ninja implementations. While it works perfectly via Oculus Link (PCVR), it’s not viable for my needs because: PC Builds don't support the specific MR features I need for this project. The Android build (standalone) performance is extremely poor, even with optimized settings and a small 50k splat PLY file (unusable frame rates). Current Issue with Meta Spatial SDK: I’ve switched to the Meta Spatial SDK (Packages v0.9.2) to leverage the new native splat support mentioned here: Spatial SDK Splats Documentation. Despite following the documentation step-by-step: The splats do not appear in the scene. I am getting several reference errors (MissingReference/NullReference) that I can't seem to resolve. My Question: Has anyone successfully created a native Quest 3 APK using the Spatial SDK to run Gaussian Splats (~150k splats)? If so, could you share the correct workflow or point out common pitfalls with this specific SDK version? Any help or documentation beyond the official guide would be greatly appreciated!580Views2likes13Commentstechnical issues
hello i am a game creator and i need help i have the when i try to load into my game it just doesnt let me get in its stuck at the loading part i didint add any loading screens just straight into the game and it just doesnt get in please help this is just killing my motivation i had this in all of my projects7Views0likes0CommentsQuest 3 Unity preview — persistent lag/low FPS via Air Link AND Link Cable
Hi everyone, I'm struggling with a very frustrating issue previewing my Unity Scene on my Meta Quest 3, and after a lot of troubleshooting I'm out of ideas. Hoping someone here has seen the same pattern. When I hit Play in Unity with the Quest 3 as the PC-VR headset, the preview is laggy, stutters heavily, and runs at a very low frame rate, sometimes so bad it's impossible to test anything. Sometimes, even the Quest Link menu is already very laggy. The strange part is that it's not consistent: - Sometimes the preview starts perfectly fine. - Then if the HMD goes inactive (I take it off while editing in Unity for a bit) and I put it back on, the lag comes back. - Sometimes it's bad from the very first Play. - Occasionally it just works for a whole session. What I've already ruled out / tried - Air Link / network: I initially thought it was bandwidth, but my WiFi is over 300 Mbps, and my PC is on 1 Gbps Ethernet to the router. Hard to see how that's the bottleneck. - **Link Cable:** Switching to a wired Link Cable makes **no difference** — same lag pattern. So it's not a wireless issue. - OculusDash.exe: I read that other Quest 3 Link users have had laggy performance caused by OculusDash.exe. Adding a firewall rule to block it sometimes fixes the lag. Then the problem comes back, and toggling the rule on/off sometimes helps again. Not reliable. - Meta Horizon Link app: Keeping the Meta Horizon Link desktop app open and clicking on the currently active device sometimes resolves the lag. Again — sometimes, not always. - Audio bug (bonus): Even when the preview is running fine, the audio output keeps switching on its own between HMD speakers and PC speakers, without me selecting that. Happens mid-session. - Meta XR All-in-One SDK / Simulator: I tried installing it so I could use the XR Simulator and bypass the HMD preview, but it caused compilation errors in my Unity project, so I had to remove it completely. I'm currently only able to preview through the HMD directly. - PC requirements: I've verified my PC meets all the Meta PC VR minimum/recommended specs (specs below). Environment - Unity 6.3 LTS (6000.3.5f2) - Meta Quest 3, latest firmware - Meta Quest Link / Meta Horizon Link PC app, latest version - Both Air Link and Link Cable tested — both show the issue My PC specs: - OS: Windows 11 Pro 64-bit (Build 26200) - CPU: AMD Ryzen 5 3600X (6 cores / 12 threads, 3.8 GHz base) - GPU: NVIDIA GeForce RTX 5060 (8 GB VRAM), driver 32.0.15.9186 - RAM: 16 GB DDR4 (2× 8 GB Crucial BLS8G4D240FSBK @ 2400 MHz) - Network: 1 Gbps Ethernet (Realtek PCIe GbE), WiFi 300+ Mbps - Also listed as a display adapter:"Meta Virtual Monitor" (driver 5.3.57.114) — installed by the Meta software I'd really appreciate any pointers! This is slowing down my iteration loop in Unity. Thanks!23Views0likes1CommentGetting battery percentage for headset/controllers in Unity over Meta Link (Meta XR SDK)
Hi, I’m working with Unity + Meta XR SDK and using Meta Quest 3 via Meta Link (PC VR / OpenXR runtime). I would like to retrieve the battery percentage of the headset and controllers while running in PC VR mode (Link/Air Link). What I’ve tried: - SystemInfo.batteryLevel returns PC/laptop battery, not headset - OVRPlugin.batteryLevel marked as obsolete, and returns 0 when running via Link - OVRManager.batteryLevel same behavior as OVRPlugin However, the Meta Quest Link desktop and mobile app itself are able to display headset and controller battery information, so the data clearly exists in the system. Is there any supported way in Meta XR SDK / OpenXR / Oculus PC SDK to access: - Headset battery percentage - Controller battery level …while running in PC VR mode (Link/Air Link)? Or is this data intentionally not exposed to third-party applications on the SDK side? Any clarification from Meta or experienced XR developers will be appreciated. Thanks!15Views0likes0CommentsUpdated 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.273Views3likes5CommentsThe position of the Vignette in OVRVignette is off-center from the field of view.
When using OVRVignette, the position where the field of view is narrowed is off-center from the field of view. Besides being off-center, different areas are obscured by each eye, making it very difficult to see. _OpaqueMaterial.SetVectorArray(_ShaderScaleAndOffset0Property, _OpaqueScaleAndOffset0); I think the above process probably changes a shader variable to determine the Vignette's position, but I don't know anything beyond that... Does anyone else have the same symptoms or know of a solution? Unity 6000.2.15f1 Meta XR Core SDK 85.0.0 Using Meta Quest 3 Meta Quest Link 85.0.0.239.5528Views0likes0CommentsBlurry Textures vs Mip Mapping
I'm struggling to get my models to appear sharp on Quest - They are fine in the Meta XR Simulator. The problem seems to be linked to Mip Mapping. If I uncheck Generate Mip Map on my textures, they appear sharp, but they I get some odd flickering that seems like an aliasing artifact. I tried disabling anti-aliasing to no avail. Maybe it i possible to see it here: If I enable mip mapping, then the texture only appears sharp if it is literally 5cm from the VR camera I have tried playing with Mipmap Limit Groups, to no avail. My textures are 4k, I have tried to set max size to different values. Has anyone dealt with similar issues?11Views0likes0Comments