The user is experiencing issues with Insight Passthrough failing to initialize on their ROG Strix laptop with a 5090 laptop GPU, despite having updated MQDH and successfully connecting to their Meta Quest 3. The Passthrough feature displays a black background, whereas the same project works on their older computer with a 4090 laptop GPU. The user has attempted various troubleshooting steps without success.
The Meta Unity SDKs do not support Linux, causing errors when trying to run projects on Linux-based systems like CachyOS. Specifically, the SDK uses preprocessor directives (e.g., UNITY_EDITOR_OSX) for various editor platforms but does not include a directive for Linux (UNITY_EDITOR_LINUX). This omission leads to issues with the OVRManager. Furthermore, the locally cached package prevents adding the necessary directive to resolve the issue, as changes cannot be saved.
Users are requesting that Meta reconsider removing VR worlds from Horizon Worlds, as the immersive VR experience allows for a sense of presence and connection with others globally. The removal of VR worlds would result in the loss of years of creative work and community building, and would also impact emotional support and social interaction for some users. Users are asking that the VR worlds built by creators and communities be preserved and that Horizon continue to be supported as a true VR platform, not just a mobile one.
When a USB-C input-only microphone is connected to Quest 3, the built-in headset speakers are muted, despite the USB device having no speaker or DAC capability. This behavior contradicts standard Android AOSP behavior and blocks professional use cases such as therapeutic VR, education, and live streaming. The issue arises from Meta Horizon OS routing all audio to the USB-C port and muting the built-in speakers when any USB-C audio device is connected. A proposed fix involves checking the USB device's Audio Class descriptors before modifying output routing, ensuring that the built-in speakers remain active when an input-only device is connected.
When a USB-C cable is plugged into a headset, the 'Allow USB Debugging?' prompt does not appear. This issue occurs on one headset, while another headset works fine with the same PC, USB-C cable, and account. The Developer Mode is enabled on both headsets.
There is an issue with WebXR controller haptics on Meta Quest 2 and 3 devices after the latest Meta OS update to v2.1.1034. Specifically, the haptic feedback is incorrectly routed between controllers. For example, pressing the trigger on the right controller causes the left controller to vibrate, and in some cases, touching an object with one controller does not produce any haptic feedback on that controller but instead causes the other controller to vibrate. This issue is reproducible in multiple WebXR applications, including examples provided by Supermedium and ThreeJS.
In the new UI, users are unable to submit feedback as the meta button only displays a 'quit app' option, effectively removing the ability to provide feedback through the application.
The issue is that feedback sent from the headset while running the app is not being displayed in the dashboard for developers. This suggests a problem with the feedback reporting or logging mechanism, potentially related to Unity, that prevents feedback from being successfully transmitted or displayed.
The Graph API's verify_entitlement function currently requires approval of the IAP Data Use Checkup, which is intended for in-app purchases and downloadable content. However, some developers want to perform entitlement checks without executing an in-app purchase. They suggest either renaming the 'In-app purchases and/or downloadable content' data use checkup to include entitlement checks or moving the entitlement check to a new category.
The user is requesting an option to disable the proximity sensor indefinitely on their Quest device. Currently, they have to disable it for 8 hours at a time, which is inconvenient for their development workflow. They want to be able to disable it permanently, taking responsibility for any potential mistakes, similar to how users can disable the boundary guardian indefinitely.