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Hello, I'm running XR Simulator in Unity on my M1 Mac and trying to use the physical controllers as input. I followed the steps described in this page (https://developers.meta.com/horizon/documentation/unity/xrsim-getting-started). However, the controllers in the simulator do not move nor the buttons do not respond even after I "Connect Physical Quest Controllers". But moving in the simulator using the thumbtacks on the physical controller only worked when I ticked the checkbox next to "Move By Thumbtacks".What's concerning is that the following warning starts to appear in the Unity editor console right after I clicked "Connect Physical Quest Controllers", which is likely causing this issue but I don't know how to solve it.[OVRPlugin] [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrSyncActions(session, &newSyncInfo), arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:18313 (arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.h:342)UnityEngine.Debug:LogWarni
I do not know which version of meta avatar SDK introduced this error.In 35, the code assumes you are building with URP, if not, you get thousands of errors in the Meta script: AdditionalCameraData.csAt about line 444, it looks for URP stuff that does not exist and will not exist with standard render pipeline.Change:if (!scriptableRenderer.SupportsCameraStackingType(CameraRenderType.Base))to:if (scriptableRenderer != null && !scriptableRenderer.SupportsCameraStackingType(CameraRenderType.Base))
I have gone through the Interaction SDK and now understand how to create custom hand poses and behavior, custom interactions, with controllers and/or hand tracking, and so on. However, after having just gone through the Avatars 2 SDK docs and explored the samples it is not at all clear to me how the two SDKs are meant to be used together. Does anyone know of a sample or anything that illustrates how to setup a player, camera rig, etc. to use Meta Avatars with Interaction SDK objects & patterns?Thank you!
Hi,our team is developing a MixedReality colocation application on Quest 3 with Unity 6. Also we are using Unity Netcode for the network connection. Our headsets are all updated to Version 74 and we are using Meta SDK v72. Now we have a critical issue: When we start our app, nothing will be rendered after the splash screen was displayed. Only passthrough is active. Also no hands or controllers are rendered and we even cannot open the horizon menu of the OS with right hand or controllers. We only hear the sound of the menu but no menu is rendered. The only option to quit the app is by restarting the headset. When we hold the restart button for a few secs, the scene content gets renderer for a short time period but then the headset already restarts. On some devices this happens everytime the app is started. On other devices this happens very randomly for example after the 5th start. We also tried updating the project to SDK 74 - same issue here.Since it is very hard t
Hi,I’m recently creating and mixing audio for VR Games on the Quest 3 in Unity.I'm advanced at mixing audio but new to unity and the Quest 3.In the finale mixing stage, I like to mix all sounds on the integrated speakers of the Quest 3 and I'm searching for a way to be able to have the speakers sitting next to my ears, but have my eyes free for using my Screen and Mouse.Lifting the Quest up will cause the speakers to be too far away from my ears to make the right sound decisions.Maybe someone knows a good solution for this.
I'm encountering an issue on macOS (Apple M2) where the XR Simulator launches but then freezes continuously with the following error in the logs:[OVRPlugin] [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrEndFrame(m_xrSession, &frameEndInfo), arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:11579 (arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.h:342) UnityEngine.Debug:LogWarning (object) OVRManager:OVRPluginLogCallback (OVRPlugin/LogLevel,intptr,int) (at ./Library/PackageCache/com.meta.xr.sdk.core@f03b72423aa0/Scripts/OVRManager.cs:2156) [OVRPlugin] EndFrame_Internal() FAILED (arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:18389) UnityEngine.Debug:LogWarning (object) OVRManager:OVRPluginLogCallback (OVRPlugin/LogLevel,intptr,int) (at ./Library/PackageCache/com.meta.xr.sdk.core@f03b72423aa0/Scripts/OVRManager.cs:2156)The window opens, but there is no interaction whatsoever, and only a black screen is displayed in the render view.&
I started off here: https://developers.meta.com/horizon/resources/reporting-plugin/And followed, searched, googled, and even groked how to get the feedback.I selected email feedback in the developer hub. Yet my testing shows that I *never* get the feedback or reports.The process is undocumented. It shows example code on how when your app gets the feedback to process or have meta process it. Yet, the only way to get feedback is when you are NOT running your app. So, you never get that code in their example to run. OR the documentation is outdated or incorrect.In fact, the instructions you are supposed to tell the users, it to report when your app is NOT running, so there is no way to get the report callback notification. So, I expected an email I set in the developer hub, I get none.I can't find the link that shows how a user reports. It shows them reporting from the Oculus home (when the app is not running). So I am guessing those reports go to meta, and not the last app they ran? Whic
When I use the Snap rotation on the OVR Player Controller the avatars arms move awkwardly when turning. Wherever the head moves the arms move along with it. Here is image couldn't share the video.
Hello everyone, I am trying to incorporate some Mixed Reality elements into my Unity 6 project based on Meta Interaction SDK. I tried installing the MRTK package and despite trying multiple versions, I always get the error in the console: Library\PackageCache\com.meta.xr.mrutilitykit\Editor\BuildingBlocks\InstantContentPlacement\Scripts\InstantContentPlacementInstallationRoutine.cs(105,79): error CS0122: 'BlockDataIds' is inaccessible due to its protection levelThis is a package script and I am unable to find the BlockDataIds that it is trying to access. Blocking out the relevant method fixes the issue but I do not want to find surprises later on due to it. Any idea how to fix this? Currrently using Meta Interaction SDK ver 71, Meta Core SDK 74 and Meta MRUK 74.
Starting earlier today (March 28, 2025), we've run into a persistent issue where calls to Platform.IAP.GetProductsBySKU() are consistently failing.We're seeing this across the board – in all our live build versions (across different release channels) and significantly, even within the Unity editor during development testing.This is the specific error response we're receiving:{"error":{"code":1,"fbtrace_id":"AKcT8AS-5-uF9SVCKgOJppk","message":"An unknown error has occurred.","type":"OAuthException","x-fb-debug":"pkaPU0rJ11IUbvkMgCpR9IYHSFRL05ViM8JCwHf2FLMvwRUazaQy+2pIH6bAsM20OLrmy9xXkFvPWui/srooGw==","x-fb-trace-id":"CP/fgzV9QGk"}}We've spent time investigating on our end and are quite confident no recent changes from our side triggered this. We haven't submitted any new releases, deployed code changes, or modified any configurations in the Developer Dashboard (especially anything related to IAP addons) prior to this issue appearing. It seemed to start out of the blue.This is causing a
Hi all, I needed to collect raw imu and camera parameter data from MQPro for research purpose. I was wondering whether they give access to these datas, like they do for eye tracking or face tracking data?
So, I've been trying to set up a VR environment in Unity. The goal is to bring it to my Oculus Quest 3. However, there is a problem right away. After setting up the project (Universal 3D, XR Plug-in Management installed) and installing Meta XR All-in-One SDK into the project, I don't have any building blocks provided by Meta. The list is just empty. So when I go to Meta -> Tools -> Building Blocks, this is what I get: I can see the collections, but selecting them leads me to yet another empty screen: Any idea what could be the problem? I tried with 2 different Unity versions, 2022.3.46f1 and 6000.0.43f1, both with the same result. The version of the Meta SDK is 74.0.1.This is the tutorial I was following, and I've done all the steps shown here until the Building Blocks: https://www.youtube.com/watch?v=4mIRoZ_8MKY
I am currently working on a Unity project using Meta SDK v74 and have encountered an issue regarding interaction with 3D objects. Specifically, the player is unable to interact with a 3D object, such as a cube, using the provided interaction systems in the SDK. Despite implementing the necessary components and setup, the interaction does not seem to function as expected.I would appreciate any guidance or clarification on whether there are specific settings, components, or code adjustments required to enable interaction with 3D objects in Meta SDK v74. Additionally, if this is a known issue, please let me know if there are any workarounds or planned updates addressing this functionality.Looking forward to your response.
I was wondering who I would need to contact to help with creating new content I have the thought process but not the background on how to do it
Hi, I'm working on building my unity app for the Meta Quest, and I'd like to implement deep linking in order to launch other apps. However, I'm having a lot of trouble with the implementation and just encountering black screens after hitting the button that runs the deep linking code. Below is the code that I have:Oculus.Platform.Core.Initialize(); var options = new ApplicationOptions(); options.SetDeeplinkMessage("abc"); String appid = "1995434190525828"; ulong appIdLong = ulong.Parse(appid); Oculus.Platform.Application.LaunchOtherApp(appIdLong, options);This app id corresponds to Eleven Table Tennis (which I have installed on my device). Link is: https://www.meta.com/experiences/eleven-table-tennis/1995434190525828/ Anyone have any ideas on what I might be missing? Thanks!
Hello everyone,I'm having trouble retrieving a friendly "Display Name" and a proper avatar snapshot using the All-in-One SDK v74. Whether I call GetLoggedInUser or GetLoggedInUser2, I only receive a username with no spaces (e.g., "ImmersiveMatthew") rather than the more friendly, spaced name (e.g., "Immersive Matthew") I see in my profile (see attached screenshot).Additionally, I'm not able to obtain a usable profile photo. The legacy avatar URL is empty, and any attempt to capture an avatar snapshot either returns nothing or produces a solid black image.Here’s a list of the Data Use Checkup (DUC) permissions I currently have approved (the ones in bold marked with an asterisk are active/approved):Use AchievementsUse Add-ons: Downloadable Content and In-App Purchases Commerce (IAP)Use Age Group APIs*Use AvatarsUse Cloud StorageUse Content Sharing & LivestreamingUse CowatchingUse Custom Items for Oculus HomeUse Destinations, Group Presence and App Deep LinkingUse EventsUse In-App Con
Hello unity devs,I didn't find anything on this topic here in the dev forum. But this should also target other devs:I can't get room scale to work atm with v74.0.2 of the meta all in one sdk.As some other users / players noted the boundary changed (somehow in v74?). https://communityforums.atmeta.com/t5/Get-Help/Boundary-bug-I-ve-never-seen-before/m-p/1303816/highlight/true#M359878 For me I had this teardrop "stationary" boundary in my app, which uses "room scale" and worked before. Whenever I step outside the boundary my content disappears and a popup asks me if I want to create a new boundary.For an unknown reason the quests goes into "stationary" mode when I start my "room scale" app!This guy mentions to go to the quick settings and turn on "free room" instead of the "stationary": https://communityforums.atmeta.com/t5/Get-Help/Quest-3-suddenly-won-t-save-use-roomscale-boundaries/m-p/1309377/highlight/true#M362193 That works and now I have "free room". But "free r
I need help using MatchMaking so players can load their avatars into my game. It works just fine with auto matchmaking but I have several scenes where players can choose to go. Auto matchmaking is causing glitches when a player switches to another scene. Anybody know how to do this?
In trying to upload our .apk file to Meta Quest Developer I'm getting this error.App was developed in Unity 2022.3.18f1 Log below: 2024-07-29T17:57:41.968Z [DEBUG] Run args: {"appId":7175246605911412,"apkPath":"G:\\DOCS\\DocumentationRepo\\ITS\\XR\\VR\\2024 CM VR App Updates\\APK Files\\2024-07-22 PUBLIC Cleveland Metroparks VR APK file\\metroparks.panoviewer.public.apk","channel":"ALPHA:quest2only|questproonly|quest3+","draft":true,"excludeAddons":false,"inheritAssetFiles":false,"isODH":true,"uploadFromEngine":false,"token":"(removed)","uploadConcurrency":null,"platform":"ANDROID_6DOF","disableProgressBar":true} 2024-07-29T17:57:42.129Z [DEBUG] Server log: {"app_id":7175246605911412,"client":"ODH","log_level":"DEBUG","event_name":"COMMAND_PARAMS","stack_trace":"at Object._log (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js)\nat Object.debug (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\a
There is a big issue with artifacts in VR builds using box projection and reflection probes, see link below. It is happening still and we are seeing it a lot in our recent projects.https://issuetracker.unity3d.com/issues/xr-urp-reflection-probes-with-box-projection-result-in-line-crossing-artifacts-in-vr-headset-buildsAny news or resolutions/workarounds? Things look way worse without the box projection so that is not an option.
My app does not start without being connected to the internet. It forces the user to connect to a WLAN and in the "App library" it says "requires internet".In Unity I have configured the internet access "Auto" under Player > Android settings > Other settings > Configuration > Internet access. Unity seems to add internet permissions automatically, because I am using Unity networking.However, networking is optional in my case. The app works offline to a certain degree. So how do I get rid of the "requires internet" label?
Hi there, I'm trying to create a project where I can view point cloud data from a RealSense camera on my Oculus Quest 2 using Unity and Oculus Link. Here are the steps I have taken so far: I ran the "PointCloudDepthAndColor" example scene from the Intel RealSense SDK package for Unity, and it worked perfectly fine within Unity.Next, I imported the Oculus Integration package into the scene and added the OVRCamera prefab, adjusting all the necessary settings such as targeting both eyes.However, when I run the scene in Unity, the display only appears on the left side of the Oculus headset. Do you have any suggestions on how I can fix this issue? Thank you.
Hi, I'm developing a Unity-based app for Meta Quest 3, and I've encountered an issue with the Universal Menu (App Library) not refreshing immediately after an app is uninstalled programmatically. Here's the situation: I uninstall a secondary app via PackageManager from within my main Unity app (using shell commands or pm uninstall). The app is successfully removed from the system (confirmed via adb shell pm list packages). However, the Universal Menu still shows the app icon. When I try to launch it from the Universal Menu, it says "app not found" or simply fails to open. This suggests that the Universal Menu caches the app list and does not automatically refresh it upon receiving PACKAGE_REMOVED. My Question:Is there any official and supported way for developers to manually or programmatically trigger a refresh of the Universal Menu's app list without requiring the user to: Reboot the device Wait for several minutes Put the device
Hello!I'm currently developing a Colocation App,my goal is to store information of object position for take them be in the same position when you login again.Actually i would like to just instantiate this objects as child of the colocation anchor and keep in the save info the localposition as an offset.the problem i would like to troubleshoot is about the building block of colocation, it is creating every time you init him a new anchor, instead for my usage I would prefer to check if he have a anchor saved and then load/instantiate it.what i can do?here some extra informations:Engine: Unity 6 (6000.0.37f1)Meta XR SDK: 72.0.0
Hello,I’m working on a project where I need to stream a live video feed from an external camera into a Meta Quest 3 while using Unity.I want to know if there is a way to connect an external camera (using USB, Bluetooth, etc) and obtain its video feed.I can access connected cameras on Unity when on the pc build. Could the same script access cameras connected to the headset? (Same method/access through unity)Which cameras work best for this? (Webcams, IP cameras, 360 cameras, etc.) Are there any plugins or SDKs that can help with this?Any advice or suggestions would be really helpful. Thanks in advance.
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