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New Participant
March 15, 2024

quest3+metaXR+ue5.3.2=just one eye

I am writing a **Quest 3** **headset program** with **passthrough** in **Unreal Engine 5.3.2**. The headset and plugin versions are both **V62**. However, I'm encountering an issue: if I only use **MetaXR**, I can only see a **black background and rendered content in the left eye**, while the right eye has no issues with passthrough. Even if I turn off passthrough, only one eye is rendering. I've also tried using the **officially downloaded SpatialAnchorsSample**, but the problem persists. I can confirm that it's not a device issue because the same project renders without any problems in the **Unity version**. πŸ€”
 
If you have any insights or solutions, I'd greatly appreciate it! πŸ™
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4 replies

Participant
March 26, 2024

Does this still happen if you disable Dynamic Resolution in the MetaXR plugin settings? (v62)

New Participant
April 16, 2024

I tried, but it didn’t work. At least in the plugin version of UE, switching to the branch version of UE resolved the issue, except for the inability to enable mobile spotlight support

Honored Contributor
March 27, 2024

I got this some time ago. I think its related to HDR, mobile multi view, forward render, stereo or similar (on the render settings tab)
try importing the render settings I uploaded on this link, check what I changed (i forgot now, sorry) and you can set that on your own project
https://drive.google.com/drive/folders/1rFqg53AyviIBG3qclIsej9ApC-oLatVv?usp=sharing

New Participant
April 16, 2024

it's difficult to explain, especially since pulling crash logs from Quest 3 isn't a straightforward task. However, I eventually switched to the branch version of Meta's UE (Unreal Engine), which resolved the issueβ€”at least partially. Unfortunately, I still can't enable mobile spotlight support; doing so results in single-eye rendering problems. As of now, Meta's software support remains somewhat incomplete.