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MQDH Version: 5.6.2Quest3 Software Version: 77..0. 5097426.10680.520. Android Meta Horizon connect Headset and opened the developer mode.On the evening of June 12, the device automatically upgraded from version 74 to version 76. First, MQDH could not connect, and second, the games installed on the device crashed. I tried restarting the device and upgrading to version 77 again, and then Set Up New Device. The prompt I got was "please use a USB-C data cable to connect the headset to the computer , then accept the in-headset US". I am sure that there is no problem with the data cable, and I can access the files in the device using SideQuest. Please give a specific solution. This problem has troubled me for a week.
🔧 My SetupUnity: 2023.3 (a.k.a. “Unity 6000” stream)XR Plugin Management: EnabledTried SDKs:✅ OpenXR✅ Oculus XR Plugin✅ Legacy OVRPluginI created a completely empty build — just a clean scene with XR and the Oculus/Meta Plugin setup (no extra logic, just baseline configuration).⚠️ The Issue: Insight SDK Compatibility WarningWhen I upload the .apk build to the App section of Meta Horizon Workrooms / Device Manager, I consistently get this warning:"Shared Mode: Insight SDK Compatibility"It seems harmless at first, but it completely breaks the auto-update pipeline. The build stays in "queued" or "incompatible" state on managed devices. No matter which XR backend I tried, the same warning blocked update propagation.✅ What I Tried✅ Switching between OpenXR and OculusXR packages✅ Stripping the project down to a completely minimal, empty scene✅ Removing and re-adding XR Plugin Management✅ Matching target API levels and SDK versions✅ Using different Unity 6000 minor versions
I am at the start of my first project and can't manage to test the project in my Meta quest 3. I followed all the steps: Set up Unity for XR development | Meta Horizon OS Developers When connecting the quest to Unity and hitting "Build and Run" I get 16 errors (3 red and 13 yellow). What am I doing wrong? How can I start this project?
Hi,I'm trying to add Quest support to my app, everythig works fine except the keyboard, after installing Meta XR Core SDK v77, when targeting Android Device such as a tablet or a phone, the keyboard is shown in fullscreen mode covering all the game.I'm using:Unity3d 2022.3.62Meta XR Core SDK v77In Unity Support page there is an issue and they said that the problem is in "Meta Code" here the link to: Unity IssueIs there a workaround to solve this problem?Thank youRoberto
I need it to scan image targets and recognize certain objects like wooden cubes in mixed reality and overlay virtual objects. Is there any alternative as Meta is taking time. meta, Please release it Fast.......
I tried to use Mediapipe to track faces in perspective. I passed the Quest 3 camera image to Mediapipe to get the positions of facial key points on the screen, then used the ray from EnvironmentRaycastManager to get the coordinates of the key points in the scene, and then placed a ball model that tracks the key points to act as the head. However, the ball model flickers after being placed. I think it's because the tracking key points move too fast, causing the ball model to flicker. So I used SmoothDamp for smooth movement, but the flickering still occurs. I don't know why this is and how to solve it.
I'm working on a Unity project using Meta Quest 3 Passthrough, and I’d like to implement Vuforia-like functionality: recognizing real-world objects (like puzzle pieces) and tracking their full 6DoF pose (position + orientation) in real-time. I tried Unity Sentis but it only returns class labels and bounding boxes (e.g., ‘table’) and doesn't estimate 6DoF pose or detect if an object has been rotated.Specifically:- Should I train a custom 6D pose estimation model (e.g., YOLO) and run it with Sentis on-device?- Are there any existing projects or SDK that support this?- I'm currently working on an AR assistant that provides puzzle-solving guidance based on the user's behaviorAny advice, samples would be greatly appreciated.
I am experiencing an issue where body tracking fails to start when running the Movement SDK Retargeting Sample or using the OVRCameraRig in a separate scene (like in Valems tutorial). So basically i can move and look around, but the character stays in place in its standard sitting down or T pose position.The error message displayed in Unity is: [OVRBody] Failed to start body tracking with joint set FullBody.Setup Details OS: Windows 10Unity Version: 6.000.0.41fHeadset: Meta Quest 3 (dev mode, connected via Link and all movement tracking settings turned on).Project Template: Unity 3D CoreI tested in two plugin management setups :Setup 1 Meta XR All-in-One SDK: 74.0.0OpenXR Plugin: 1.14.1Unity OpenXR Meta:2.1.0Meta Movement v72.0.0Setup 2 (same as in Valems tutorial)Meta XR All-in-One SDK: 71.0.0Oculus Plug in Meta Movement v71.0.1 In both the Meta Project Setup Tool reports XR readiness for both Android & Standalone. Body tracking setting in the OVR manager are supported/required.&n
Hi Meta Crew,I wrote a concept proposal for Facebook but nobody is answering. Maybe they have summer holidays?Whatever. Where can I sent an email to sent you the proposal? Thank you. And I’m quite sure, it could help Facebook to.Sincerly,Fabian Ansgar Reimer
Since my latest update (v78), my devices go to sleep in 1 minute. I have the "power" settings so that it is supposed to sleep in 4 hours, but they seem to have no effect. I also have my presence sensor disabled (as well as having tape over it).This is driving me crazy because if I set my headset down, I have 60 seconds to debug before it turns off and suspends my title, then when I pick it up, I have to choose a profile again before I can continue. Meta: how do I disable this?
Hi, I'm trying to make a distance check on both hands using the JointDistanceActiveState.cs script and it looks like it only accepts a threshhold within a distance. I propose there be a Boolean added something like "checkGreaterThanThreshold" and then have the logic change if greater than for that operation.Example: private bool JointDistanceWithinThreshold() { if (HandA.GetJointPose(JointIdA, out Pose poseA) && HandB.GetJointPose(JointIdB, out Pose poseB)) { float threshold = _internalState ? _distance + _thresholdWidth * 0.5f : _distance - _thresholdWidth * 0.5f; if(checkGreaterThanThreshold) { &nbs
Hello,we are developing an app in Unity 3D that, in one scene, uses MRUK. In passthrough mode, the app places four screens on the walls of the room and another object in the center.We are currently using the Meta library version 74.Since the recent OS update, the app no longer works correctly. When entering the room, the app prompts us to update the room (controller required). If we accept, it completes the update but the scene remains empty.If we cancel, the screen turns black, an alarm-like sound starts playing, and we are forced to reboot the device.Could you please help us understand what's going wrong or let us know if there's a compatibility issue with the latest OS?We have a demo tomorrow... 😐Thank you in advance.Best regards,
V71 seems to introduce a bug with handtracking that hands in the camera feed (and thus also the rendered model) are not aligned with your real hands when passthrough is enabled. You can reproduce this e.g. in "Demeo" when you switch between AR and non-AR mode that you're hands are "jumping" to the correct position as soon as Passthrough is disabled.Could be related to the changes to eliminate the wrapping of your hands in the camera feed.Strangely the PointerPose property of OVRHand seems not to be affected.
We are running a research project using a Meta Quest 2 via Air Link to stream content from a Windows PC. The setup uses a local 5GHz network (no internet access) dedicated to the Air Link connection. The PC itself has internet access, and the Meta Quest Link app is up to date.Our application is a Unity build that has not been changed since data collection began in December 2024. We use only natural movement (e.g. no controller input) and the Guardian is disabled.For the first few months, everything worked reliably. However, for the past ~10 weeks, we've observed increasingly frequent issues with positional tracking. Participants will suddenly "jump" forward or backward by several decimeters, sometimes rotate abruptly, or experience vertical position shifts of up to 80 cm.No physical changes were made to the room or environment. The issue persists across both the original and a newly purchased headset. Since I’ve ruled out the network, room layout, and application itself, I suspect the
We have a PCVR version of our app and need to build on Windows Standalone, but when we try to build with the Meta XR Core SDK installed we get the following errors:```Library\PackageCache\com.meta.xr.sdk.core@2d7964560fb1\Scripts\EnvironmentDepth\DepthProviderOpenXR.cs(31,38): error CS0234: The type or namespace name 'Meta' does not exist in the namespace 'UnityEngine.XR.OpenXR.Features' (are you missing an assembly reference?) Library\PackageCache\com.meta.xr.sdk.core@2d7964560fb1\Scripts\EnvironmentDepth\DepthProviderOpenXR.cs(40,26): error CS0246: The type or namespace name 'MetaOpenXROcclusionSubsystem' could not be found (are you missing a using directive or an assembly reference?)```It'd be great to be able to support this use case, thanks.btw I did some quick edits and embedded this package locally and was fixed with the following modifications:https://github.com/oculus-samples/Unity-DepthAPI/issues/78
Skinning mechanism of Meta Avatars 2 don't seem to play well with precise hand tracking and it seems that quite a bit of function has been sacrificed for form. I get why. Forcing the hands to follow the player's exact location can result in freaky looking avatars - especially with standing avatars from seated players. But some multiplayer gameplay simply requires accurate representation of player's hands, like apps with grabbable objects. It breaks a lot of immersion when you see another player handling an object while the interacting hand is in a completely different location than the object.I'm surprised there doesn't seem to be a quick fix to force the skin's hands to follow their true position, despite the risk of it looking unnatural. What I've tried:Tweaking around with arm blending in OvrAvatarAnimationBehavior didn't do anythingSetting the anchoring state to AnchorToHeadset or AnchorToHeadsetDynamicCrouching fixes it, but causes feet to clip in the ground or hove
I’m trying to develop a meta quest 3 application that runs in the background so I can record controller data (IMU and button actions) while I’m playing a PCVR game like SkyrimVR.my headset will be connected to my pc with an oculus link.
Hi there!We've encountered a strange bug in our Unity build where some scene objects appear with a yellow overlay when running on Meta Quest 3 or 3S devices. This issue does not occur on the Meta Quest 2. The bug appears intermittently—sometimes, after restarting the application, the objects display the correct colors, while other times, the yellow overlay returns. What do you think this could be the problem with? Please let us know if you need more information.Unity Version: 6000.0.51f1SDK: Open XR v1.14.3Devices: Can be reproduced on the Meta Quest 3/3S, can not be reproduced on Meta Quest 2Graphics API: OpenGLES3
Hello everyone,I'm currently stuck on implementing a player teleportation feature for a Meta Quest 3 application in Unity and would greatly appreciate any help from experienced developers. What I want to achieveI want to control the player's position in the VR space. Specifically, I need two main functions:Prohibit player movement at certain times.Programmatically force the player to move to a specific coordinate and orientation (a "teleport"). The ProblemI'm unsure of the best practice to achieve this. My attempts have led to issues like the player's position not updating correctly or conflicts with the CharacterController. I want to know if there is a standard, reliable function or method provided by the official SDKs to handle this, which correctly manages the camera offset and physics interactions. What I've tried (from my development log)Initially, I tried to directly modify the position using a custom script, but I suspected a conflict with the CharacterController.
Does the Meta SDK v77 still support OneGrabRotateTransformer? If yes, how should I properly reset it?In my case, when I rotate a door using OneGrabRotateTransformer and leave it open, then click a 'Restart' button that resets the door's rotation to its initial state, the door doesn't behave correctly when I try to interact with it again. It doesn't rotate the same way as it did the first time. How can I fully reset the transformer and allow the door to be grabbed and rotated as expected?
I'm finding loads of guides for how to get passthrough working on a standalone android build, but what about when running on windows and connecting via a link cable? Is this possible? I haven't been able to get this working on either OpenXR Meta or Meta XR SDK. I understand there might be some security thing preventing the headset from streaming its camera output to a PC... in that case, can I at least call some API to put the headset into passthrough mode so that just the user in the headset sees through the cameras, and not stream this data to the PC? Would like to be able to programmatically allow the user to see through the cameras for a few seconds, and then put them back into the unity scene again Best,Fred
I just updated my MRUK package from 69 to 77, and now MRUK.LoadSceneFromDevice() doesn't work. It instead logs an error:Error Unity [XR] [OpenXR Meta] xrLocateSpace failed with result XR_ERROR_HANDLE_INVALIDError Unity [XR] [OpenXR Meta] [AnchorProvider] xrLocateSpace request failed with error: XR_ERROR_HANDLE_INVALIDI am using the Meta OpenXR plugin.Note that the MRUK MonoBehaviour's checkbox "Load Scene On Startup" does still work. But the problem with this fallback is after my app launches Space Setup and the user completes it, then returns to my app, the new room the user created will not be available. So the user will have to restart my app.
I am keeping my left hand almost completely still here in the video demo below, but something pushes the left hand or the menu away when I get the right hand near the other hand/ menu (hard to tell if tracking issue due to other hand being near left hand vs hand interacting with menu or menu item colliders or rigibodies. Video of error in demoVideo of unity project setup I have an empty gameobject called 'menu-hand_attatcher' with this script on:using System.Collections; using System.Linq; using UnityEngine; using Oculus.Interaction; // for OVRHand & OVRSkeleton public class AttachMenuToHand : MonoBehaviour { [Tooltip("The disabled Canvas or prefab you want to spawn")] public GameObject menuPrefab; // assign your menu_0 prefab here [Tooltip("Which bone/joint to anchor the menu to")] public OVRSkeleton.BoneId anchorJoint = OVRSkeleton.BoneId.Hand_WristRoot; [Tooltip("Offset from that joint in metres")] public Vector3 localOffset = new Vector3(
I don't know how long the update was but it was working before the update and now it's not working.Normally I open unity and as long as I have quest link open on the headset and on my pc, clicking play in unity will launch the passthrough app preview on my headset.Now, when I go to launch link on the headset, it begins the colourful loading screen animation and then after a moment says "headset/pc disconnected - please disconnect and disconnect your headset" (or similar.Even though the desktop app shows the header as connective and active, and the quest home settings menu preview shows link as active.
Using the Meta Avatars SDK my players avatars are turning out like this when we see each other in my app. Is there any way to fix this?
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