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Investigation titles and descriptions are summarized by AI from Meta based on reports submitted by developers
0
USB-C Microphone Mutes Built-in Speakers on Quest 3
Investigating
Issue
1 report
Created about a day ago
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.
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0
USB Debugging Prompt Not Appearing on Headset
Investigating
Issue
1 report
Created about a day ago
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.
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0
WebXR Haptics Issue on v2.1.1034
Investigating
Issue
1 report
Created about a day ago
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.
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0
New UI Feedback Submission Issue
Investigating
Issue
1 report
Created about a day ago
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.
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0
Feedback not visible in dashboard
Investigating
Issue
1 report
Created about a day ago
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.
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0
Graph API Entitlement Check Requirements
Investigating
Suggestion
1 report
Created about a day ago
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.
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1
Indefinite Proximity Sensor Disable Option
Investigating
Suggestion
1 report
Created 2 days ago
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.
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0
OpenGL Graphics Bindings Issue in Meta XR Simulator
Investigating
Issue
1 report
Created 2 days ago
The user's native OpenXR application using OpenGL graphics bindings terminates instantly in the Meta XR Simulator, logging that the XR_KHR_opengl_enable and XR_META_performance_metrics extensions are not available. The user requests suggestions on how to enable OpenGL alongside other graphics APIs in the Simulator.
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0
Meta Interaction SDK Hand Tracking Issue in UE 5.6
Investigating
Issue
1 report
Created 2 days ago
The user is experiencing issues with the Meta Interaction SDK in Unreal Engine 5.6, specifically with hand tracking not working as expected. Despite following tutorials and guides, including those on the Meta website, the user's hands are not visible in the game and only controller input is working, not hand controls. The issue may be related to the version of Unreal Engine being used, as tutorials online show hand tracking working in older UE versions.
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0
Implement CancellationToken Support in Async Functions
Investigating
Suggestion
1 report
Created 4 days ago
The feedback suggests adding support for CancellationToken in all async functions to prevent race conditions when stopping and starting new operations. Specifically, the functions that need updating include MRUK.Instance.LoadSceneFromJsonString, MRUK.Instance.LoadSceneFromPrefab, MRUK.Instance.LoadSceneFromDevice, OVRAnchor.SaveSpacesAsync, OVRSpatialAnchor.SaveAnchorsAsync, OVRSpatialAnchor.LoadUnboundSharedAnchorsAsync, OVRSpatialAnchor.ShareAsync, and OVRSpatialAnchor.EraseAnchorsAsync. Currently, users are experiencing difficulties due to the lack of CancellationToken support, leading to the use of workarounds such as Mutex's to manage concurrent operations.
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